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SDL/WinRT currently uses a separate XInput backend from SDL/Win32, as WinRT has no support for DirectInput. This change makes SDL/WinRT's XInput code snag some recently-changed bits from the Win32-specific, DirectInput + XInput backend, in order to get the SDL_GameController API working again on WinRT, insofar that axes map to the correct parts. TODO: - test all buttons, making sure WinRT maps buttons the same way that Win32 does - consider making the Win32 and WinRT codebases share more stuff, minus the sort of duplication happening via this change. Maybe simulate, or stub-out, DirectInput calls when on WinRT? |
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| .. | ||
| atomic | ||
| audio | ||
| core | ||
| cpuinfo | ||
| dynapi | ||
| events | ||
| file | ||
| filesystem | ||
| haptic | ||
| joystick | ||
| libm | ||
| loadso | ||
| main | ||
| power | ||
| render | ||
| stdlib | ||
| test | ||
| thread | ||
| timer | ||
| video | ||
| SDL.c | ||
| SDL_assert.c | ||
| SDL_assert_c.h | ||
| SDL_error.c | ||
| SDL_error_c.h | ||
| SDL_hints.c | ||
| SDL_internal.h | ||
| SDL_log.c | ||