forked from Patoke/4JLibs
feat: SDL3 base
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@@ -1,4 +1,4 @@
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cmake_minimum_required(VERSION 3.25 FATAL_ERROR)
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cmake_minimum_required(VERSION 3.24 FATAL_ERROR)
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project(4JLibs.Windows64.Input LANGUAGES CXX)
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@@ -8,6 +8,7 @@ add_library(${PROJECT_NAME} STATIC
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src/INP_Keyboard.cpp
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src/INP_Main.cpp
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src/INP_StringCheck.cpp
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src/INP_SDLBridge.cpp
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src/LinkedList.cpp
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src/stdafx.cpp
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)
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@@ -0,0 +1,7 @@
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#pragma once
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#include "stdafx.h"
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namespace SDLBridge
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{
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}
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@@ -25,6 +25,7 @@ SOFTWARE.
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#include "4J_Input.h"
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#include "INP_Keyboard.h"
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#include "INP_Main.h"
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#include "INP_SDLBridge.h"
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C_4JInput InputManager;
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CKeyboard InternalKeyboard;
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@@ -32,7 +32,7 @@ CInput::CInput()
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m_Keyboard = CKeyboard();
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m_uiSigninJoypadMask = 0;
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for (int i = 0; i < 4; ++i)
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for (int i = 0; i < MAX_JOYPADS; ++i)
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m_bIsMenuDisplayed[i] = 0;
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InitTime();
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@@ -0,0 +1,34 @@
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#include "INP_SdlBridge.h"
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#include "INP_Main.h"
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#include <SDL3/SDL.h>
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#include <cstdarg>
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#include <cstdio>
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namespace
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{
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SDL_Gamepad* g_pads[MAX_JOYPADS] = {};
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bool g_initialised = false;
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WORD g_lastButtons[MAX_JOYPADS] = {};
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const char* gamepadTypeName(SDL_GamepadType Type)
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{
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switch (Type)
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{
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case SDL_GAMEPAD_TYPE_UNKNOWN: return "UNKNOWN";
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case SDL_GAMEPAD_TYPE_STANDARD: return "STANDARD";
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case SDL_GAMEPAD_TYPE_XBOX360: return "XBOX360";
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case SDL_GAMEPAD_TYPE_XBOXONE: return "XBOXONE";
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case SDL_GAMEPAD_TYPE_PS3: return "PS3";
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case SDL_GAMEPAD_TYPE_PS4: return "PS4";
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case SDL_GAMEPAD_TYPE_PS5: return "PS5";
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case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO: return "SWITCH_PRO";
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case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_PAIR: return "JOYCON_PAIR";
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case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT: return "JOYCON_L";
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case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT: return "JOYCON_R";
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default: return "UNKNOWN";
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}
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}
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}
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