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merge sys_public.h changes for gamepad support
not sure if any of this is relevant for mods, but shouldn't hurt..
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1 changed files with 54 additions and 11 deletions
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@ -44,12 +44,12 @@ typedef enum {
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} cpuidSimd_t;
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typedef enum {
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AXIS_SIDE,
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AXIS_FORWARD,
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AXIS_UP,
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AXIS_ROLL,
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AXIS_YAW,
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AXIS_PITCH,
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AXIS_LEFT_X,
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AXIS_LEFT_Y,
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AXIS_RIGHT_X,
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AXIS_RIGHT_Y,
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AXIS_LEFT_TRIG,
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AXIS_RIGHT_TRIG,
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MAX_JOYSTICK_AXIS
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} joystickAxis_t;
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@ -57,9 +57,9 @@ typedef enum {
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SE_NONE, // evTime is still valid
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SE_KEY, // evValue is a key code, evValue2 is the down flag
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SE_CHAR, // evValue is an ascii char
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SE_MOUSE, // evValue and evValue2 are reletive signed x / y moves
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SE_MOUSE, // evValue and evValue2 are relative signed x / y moves
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SE_MOUSE_ABS, // evValue and evValue2 are absolute x / y coordinates in the window
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SE_JOYSTICK_AXIS, // evValue is an axis number and evValue2 is the current state (-127 to 127)
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SE_JOYSTICK, // evValue is an axis number and evValue2 is the current state (-127 to 127)
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SE_CONSOLE // evPtr is a char*, from typing something at a non-game console
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} sysEventType_t;
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@ -77,10 +77,52 @@ typedef enum {
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M_DELTAZ
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} sys_mEvents;
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typedef enum {
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J_ACTION_FIRST,
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// these names are similar to the SDL3 SDL_GamepadButton names
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J_BTN_SOUTH = J_ACTION_FIRST, // bottom face button, like Xbox A
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J_BTN_EAST, // right face button, like Xbox B
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J_BTN_WEST, // left face button, like Xbox X
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J_BTN_NORTH, // top face button, like Xbox Y
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J_BTN_BACK,
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J_BTN_GUIDE, // Note: this one should probably not be used?
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J_BTN_START,
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J_BTN_LSTICK, // press left stick
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J_BTN_RSTICK, // press right stick
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J_BTN_LSHOULDER,
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J_BTN_RSHOULDER,
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J_DPAD_UP,
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J_DPAD_DOWN,
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J_DPAD_LEFT,
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J_DPAD_RIGHT,
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J_BTN_MISC1, // Additional button (e.g. Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button)
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J_BTN_RPADDLE1, // Upper or primary paddle, under your right hand (e.g. Xbox Elite paddle P1)
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J_BTN_LPADDLE1, // Upper or primary paddle, under your left hand (e.g. Xbox Elite paddle P3)
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J_BTN_RPADDLE2, // Lower or secondary paddle, under your right hand (e.g. Xbox Elite paddle P2)
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J_BTN_LPADDLE2, // Lower or secondary paddle, under your left hand (e.g. Xbox Elite paddle P4)
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J_ACTION_MAX = J_BTN_LPADDLE2,
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// leaving some space here for about 12 additional J_ACTIONs, if needed
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J_AXIS_MIN = 32,
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J_AXIS_LEFT_X = J_AXIS_MIN + AXIS_LEFT_X,
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J_AXIS_LEFT_Y = J_AXIS_MIN + AXIS_LEFT_Y,
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J_AXIS_RIGHT_X = J_AXIS_MIN + AXIS_RIGHT_X,
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J_AXIS_RIGHT_Y = J_AXIS_MIN + AXIS_RIGHT_Y,
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J_AXIS_LEFT_TRIG = J_AXIS_MIN + AXIS_LEFT_TRIG,
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J_AXIS_RIGHT_TRIG = J_AXIS_MIN + AXIS_RIGHT_TRIG,
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J_AXIS_MAX = J_AXIS_MIN + MAX_JOYSTICK_AXIS - 1,
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MAX_JOY_EVENT
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} sys_jEvents;
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struct sysEvent_t {
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sysEventType_t evType;
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int evValue;
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int evValue2;
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int evValue; // for keys: K_* or ASCII code; for joystick: axis; for mouse: mouseX
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int evValue2; // for keys: 0/1 for up/down; for axis: value; for mouse: mouseY
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int evPtrLength; // bytes of data pointed to by evPtr, for journaling
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void * evPtr; // this must be manually freed if not NULL
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};
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@ -102,6 +144,7 @@ void Sys_Quit( void );
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// note that this isn't journaled...
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char * Sys_GetClipboardData( void );
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void Sys_FreeClipboardData( char* data );
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void Sys_SetClipboardData( const char *string );
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// will go to the various text consoles
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@ -296,7 +339,7 @@ typedef int (*xthread_t)( void * );
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typedef struct {
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const char *name;
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SDL_Thread *threadHandle;
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unsigned int threadId;
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unsigned long threadId;
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} xthreadInfo;
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void Sys_CreateThread( xthread_t function, void *parms, xthreadInfo &info, const char *name );
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