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Add extra XInput structures and defines for older SDKs
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@ -23,8 +23,6 @@
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#include "SDL_xinput.h"
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#ifdef HAVE_XINPUT_H
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XInputGetState_t SDL_XInputGetState = NULL;
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XInputSetState_t SDL_XInputSetState = NULL;
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XInputGetCapabilities_t SDL_XInputGetCapabilities = NULL;
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@ -137,6 +135,5 @@ WIN_UnloadXInputDLL(void)
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}
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#endif /* __WINRT__ */
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#endif /* HAVE_XINPUT_H */
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/* vi: set ts=4 sw=4 expandtab: */
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@ -23,10 +23,11 @@
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#ifndef SDL_xinput_h_
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#define SDL_xinput_h_
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#ifdef HAVE_XINPUT_H
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#include "SDL_windows.h"
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#ifdef HAVE_XINPUT_H
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#include <xinput.h>
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#endif /* HAVE_XINPUT_H */
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#ifndef XUSER_MAX_COUNT
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#define XUSER_MAX_COUNT 4
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@ -72,6 +73,53 @@
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#define XINPUT_DEVSUBTYPE_ARCADE_PAD 0x13
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#endif
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#ifndef XINPUT_FLAG_GAMEPAD
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#define XINPUT_FLAG_GAMEPAD 0x01
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#endif
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#ifndef XINPUT_GAMEPAD_DPAD_UP
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#define XINPUT_GAMEPAD_DPAD_UP 0x0001
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#endif
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#ifndef XINPUT_GAMEPAD_DPAD_DOWN
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#define XINPUT_GAMEPAD_DPAD_DOWN 0x0002
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#endif
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#ifndef XINPUT_GAMEPAD_DPAD_LEFT
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#define XINPUT_GAMEPAD_DPAD_LEFT 0x0004
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#endif
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#ifndef XINPUT_GAMEPAD_DPAD_RIGHT
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#define XINPUT_GAMEPAD_DPAD_RIGHT 0x0008
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#endif
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#ifndef XINPUT_GAMEPAD_START
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#define XINPUT_GAMEPAD_START 0x0010
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#endif
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#ifndef XINPUT_GAMEPAD_BACK
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#define XINPUT_GAMEPAD_BACK 0x0020
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#endif
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#ifndef XINPUT_GAMEPAD_LEFT_THUMB
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#define XINPUT_GAMEPAD_LEFT_THUMB 0x0040
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#endif
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#ifndef XINPUT_GAMEPAD_RIGHT_THUMB
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#define XINPUT_GAMEPAD_RIGHT_THUMB 0x0080
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#endif
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#ifndef XINPUT_GAMEPAD_LEFT_SHOULDER
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#define XINPUT_GAMEPAD_LEFT_SHOULDER 0x0100
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#endif
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#ifndef XINPUT_GAMEPAD_RIGHT_SHOULDER
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#define XINPUT_GAMEPAD_RIGHT_SHOULDER 0x0200
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#endif
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#ifndef XINPUT_GAMEPAD_A
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#define XINPUT_GAMEPAD_A 0x1000
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#endif
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#ifndef XINPUT_GAMEPAD_B
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#define XINPUT_GAMEPAD_B 0x2000
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#endif
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#ifndef XINPUT_GAMEPAD_X
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#define XINPUT_GAMEPAD_X 0x4000
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#endif
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#ifndef XINPUT_GAMEPAD_Y
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#define XINPUT_GAMEPAD_Y 0x8000
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#endif
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#ifndef XINPUT_GAMEPAD_GUIDE
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#define XINPUT_GAMEPAD_GUIDE 0x0400
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#endif
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@ -129,6 +177,36 @@ typedef struct
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BYTE BatteryLevel;
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} XINPUT_BATTERY_INFORMATION_EX;
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#ifndef HAVE_XINPUT_H
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typedef struct
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{
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WORD wButtons;
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BYTE bLeftTrigger;
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BYTE bRightTrigger;
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SHORT sThumbLX;
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SHORT sThumbLY;
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SHORT sThumbRX;
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SHORT sThumbRY;
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} XINPUT_GAMEPAD;
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typedef struct
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{
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WORD wLeftMotorSpeed;
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WORD wRightMotorSpeed;
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} XINPUT_VIBRATION;
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typedef struct
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{
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BYTE Type;
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BYTE SubType;
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WORD Flags;
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XINPUT_GAMEPAD Gamepad;
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XINPUT_VIBRATION Vibration;
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} XINPUT_CAPABILITIES;
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#endif /* HAVE_XINPUT_H */
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/* Forward decl's for XInput API's we load dynamically and use if available */
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typedef DWORD (WINAPI *XInputGetState_t)
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(
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@ -170,8 +248,6 @@ extern DWORD SDL_XInputVersion; /* ((major << 16) & 0xFF00) | (minor & 0xFF) */
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#define XINPUTGETCAPABILITIES SDL_XInputGetCapabilities
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#define XINPUTGETBATTERYINFORMATION SDL_XInputGetBatteryInformation
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#endif /* HAVE_XINPUT_H */
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#endif /* SDL_xinput_h_ */
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/* vi: set ts=4 sw=4 expandtab: */
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