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https://github.com/libretro/RetroArch
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(Xbox 1) More indenting nits
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@ -234,28 +234,26 @@ static void *xdk_d3d_init(const video_info_t *video, const input_driver_t **inpu
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if(XGetAVPack() == XC_AV_PACK_HDTV)
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{
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if(d3d->video_mode & XC_VIDEO_FLAGS_HDTV_480p)
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{
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g_console.menus_hd_enable = false;
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d3d->d3dpp.BackBufferWidth = 640;
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d3d->d3dpp.BackBufferHeight = 480;
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d3d->d3dpp.Flags = D3DPRESENTFLAG_PROGRESSIVE;
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}
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if(d3d->video_mode & XC_VIDEO_FLAGS_HDTV_480p)
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{
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g_console.menus_hd_enable = false;
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d3d->d3dpp.BackBufferWidth = 640;
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d3d->d3dpp.BackBufferHeight = 480;
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d3d->d3dpp.Flags = D3DPRESENTFLAG_PROGRESSIVE;
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}
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else if(d3d->video_mode & XC_VIDEO_FLAGS_HDTV_720p)
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{
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g_console.menus_hd_enable = true;
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d3d->d3dpp.BackBufferWidth = 1280;
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d3d->d3dpp.BackBufferHeight = 720;
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d3d->d3dpp.Flags = D3DPRESENTFLAG_PROGRESSIVE;
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g_console.menus_hd_enable = true;
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d3d->d3dpp.BackBufferWidth = 1280;
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d3d->d3dpp.BackBufferHeight = 720;
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d3d->d3dpp.Flags = D3DPRESENTFLAG_PROGRESSIVE;
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}
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else if(d3d->video_mode & XC_VIDEO_FLAGS_HDTV_1080i)
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{
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g_console.menus_hd_enable = true;
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d3d->d3dpp.BackBufferWidth = 1920;
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d3d->d3dpp.BackBufferHeight = 1080;
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d3d->d3dpp.Flags = D3DPRESENTFLAG_INTERLACED;
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g_console.menus_hd_enable = true;
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d3d->d3dpp.BackBufferWidth = 1920;
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d3d->d3dpp.BackBufferHeight = 1080;
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d3d->d3dpp.Flags = D3DPRESENTFLAG_INTERLACED;
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}
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}
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@ -264,14 +262,13 @@ static void *xdk_d3d_init(const video_info_t *video, const input_driver_t **inpu
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((d3d->d3dpp.BackBufferWidth == 720) && (d3d->d3dpp.BackBufferHeight == 576))) // 16:9
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d3d->d3dpp.Flags |= D3DPRESENTFLAG_WIDESCREEN;
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// no letterboxing in 4:3 mode (if widescreen is unsupported
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d3d->d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8;
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d3d->d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8;
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d3d->d3dpp.FullScreen_PresentationInterval = video->vsync ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
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d3d->d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
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d3d->d3dpp.BackBufferCount = 2;
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d3d->d3dpp.EnableAutoDepthStencil = FALSE;
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d3d->d3dpp.SwapEffect = D3DSWAPEFFECT_COPY;
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d3d->d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
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d3d->d3dpp.BackBufferCount = 2;
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d3d->d3dpp.EnableAutoDepthStencil = FALSE;
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d3d->d3dpp.SwapEffect = D3DSWAPEFFECT_COPY;
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d3d->d3d_device->CreateDevice(0, D3DDEVTYPE_HAL, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3d->d3dpp, &d3d->d3d_render_device);
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@ -340,7 +337,7 @@ static void *xdk_d3d_init(const video_info_t *video, const input_driver_t **inpu
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d3d->vsync = video->vsync;
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// load debug font (toggle option in later revisions ?)
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// load debug font (toggle option in later revisions ?)
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#ifdef SHOW_DEBUG_INFO
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XFONT_OpenDefaultFont(&d3d->debug_font);
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d3d->debug_font->SetBkMode(XFONT_TRANSPARENT);
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@ -453,10 +450,10 @@ static bool xdk_d3d_frame(void *data, const void *frame,
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// FIXME: Add fps counter
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/*
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swprintf(buffer, L"%02d / %02d FPS", fps, IsPal ? 50 : 60);
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d3d->debug_font->TextOut(d3d->pFrontBuffer, d3d->buffer, (unsigned)-1, 30, 70 );
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d3d->debug_font->TextOut(d3d->pBackBuffer, d3d->buffer, (unsigned)-1, 30, 70 );
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*/
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swprintf(buffer, L"%02d / %02d FPS", fps, IsPal ? 50 : 60);
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d3d->debug_font->TextOut(d3d->pFrontBuffer, d3d->buffer, (unsigned)-1, 30, 70 );
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d3d->debug_font->TextOut(d3d->pBackBuffer, d3d->buffer, (unsigned)-1, 30, 70 );
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*/
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d3d->pFrontBuffer->Release();
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d3d->pBackBuffer->Release();
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@ -102,52 +102,52 @@ static int16_t xinput_input_state(void *data, const struct retro_keybind **binds
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retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_B]) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_B:
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retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_A]) ? 1 : 0;
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break;
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retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_A]) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_X:
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retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_Y]) ? 1 : 0;
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break;
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retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_Y]) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_Y:
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retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_X]) ? 1 : 0;
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break;
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retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_X]) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_LEFT:
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retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT) || (state[player].Gamepad.sThumbLX < -DEADZONE) ? 1 : 0;
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break;
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retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT) || (state[player].Gamepad.sThumbLX < -DEADZONE) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_RIGHT:
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retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT) || (state[player].Gamepad.sThumbLX > DEADZONE) ? 1 : 0;
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break;
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retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT) || (state[player].Gamepad.sThumbLX > DEADZONE) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_UP:
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retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP) || (state[player].Gamepad.sThumbLY > DEADZONE) ? 1 : 0;
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break;
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retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP) || (state[player].Gamepad.sThumbLY > DEADZONE) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_DOWN:
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retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN)|| (state[player].Gamepad.sThumbLY < -DEADZONE) ? 1 : 0;
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break;
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retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN)|| (state[player].Gamepad.sThumbLY < -DEADZONE) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_START:
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retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_START) ? 1 : 0;
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break;
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retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_START) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_SELECT:
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retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_BACK) ? 1 : 0;
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break;
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retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_BACK) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_L:
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retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_LEFT_TRIGGER]) ? 1 : 0;
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break;
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retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_LEFT_TRIGGER]) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_R:
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retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_RIGHT_TRIGGER]) ? 1 : 0;
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break;
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retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_RIGHT_TRIGGER]) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_L2:
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retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_WHITE]) ? 1 : 0;
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break;
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retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_WHITE]) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_R2:
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retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_BLACK]) ? 1 : 0;
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break;
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retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_BLACK]) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_L3:
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retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB) ? 1 : 0;
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break;
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retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_R3:
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retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB) ? 1 : 0;
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break;
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retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB) ? 1 : 0;
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break;
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default:
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break;
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break;
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}
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return retval;
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@ -169,10 +169,10 @@ static void* xinput_input_init(void)
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{
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case XDEVICE_ENUMERATION_IDLE:
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RARCH_LOG("Input state status: XDEVICE_ENUMERATION_IDLE\n");
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break;
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break;
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case XDEVICE_ENUMERATION_BUSY:
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RARCH_LOG("Input state status: XDEVICE_ENUMERATION_BUSY\n");
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break;
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RARCH_LOG("Input state status: XDEVICE_ENUMERATION_BUSY\n");
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break;
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}
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while(XGetDeviceEnumerationStatus() == XDEVICE_ENUMERATION_BUSY) {}
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