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(iOS GC) Get rid of superfluous inline function
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4431989515
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a19d2e2853
@ -27,11 +27,6 @@ static BOOL apple_gamecontroller_available(void)
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return (&GCControllerDidConnectNotification && &GCControllerDidDisconnectNotification);
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}
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static inline uint32_t joypad_value_for_id(uint32_t joypad_id)
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{
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return (1 << joypad_id);
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}
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static void apple_gamecontroller_poll(GCController *controller)
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{
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if (!controller || controller.playerIndex == MAX_PLAYERS)
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@ -40,7 +35,7 @@ static void apple_gamecontroller_poll(GCController *controller)
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uint32_t slot = (uint32_t)controller.playerIndex;
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/* retain the start (pause) value */
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uint32_t pause = g_current_input_data.pad_buttons[slot] & joypad_value_for_id(RETRO_DEVICE_ID_JOYPAD_START);
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uint32_t pause = g_current_input_data.pad_buttons[slot] & (1 << RETRO_DEVICE_ID_JOYPAD_START);
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g_current_input_data.pad_buttons[slot] = 0;
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memset(g_current_input_data.pad_axis[slot], 0, sizeof(g_current_input_data.pad_axis[0]));
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@ -50,19 +45,19 @@ static void apple_gamecontroller_poll(GCController *controller)
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if (controller.extendedGamepad)
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{
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GCExtendedGamepad *gp = (GCExtendedGamepad *)controller.extendedGamepad;
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g_current_input_data.pad_buttons[slot] |= gp.dpad.up.pressed ? joypad_value_for_id(RETRO_DEVICE_ID_JOYPAD_UP) : 0;
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g_current_input_data.pad_buttons[slot] |= gp.dpad.down.pressed ? joypad_value_for_id(RETRO_DEVICE_ID_JOYPAD_DOWN) : 0;
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g_current_input_data.pad_buttons[slot] |= gp.dpad.left.pressed ? joypad_value_for_id(RETRO_DEVICE_ID_JOYPAD_LEFT) : 0;
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g_current_input_data.pad_buttons[slot] |= gp.dpad.right.pressed ? joypad_value_for_id(RETRO_DEVICE_ID_JOYPAD_RIGHT) : 0;
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g_current_input_data.pad_buttons[slot] |= gp.buttonA.pressed ? joypad_value_for_id(RETRO_DEVICE_ID_JOYPAD_B) : 0;
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g_current_input_data.pad_buttons[slot] |= gp.buttonB.pressed ? joypad_value_for_id(RETRO_DEVICE_ID_JOYPAD_A) : 0;
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g_current_input_data.pad_buttons[slot] |= gp.buttonX.pressed ? joypad_value_for_id(RETRO_DEVICE_ID_JOYPAD_Y) : 0;
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g_current_input_data.pad_buttons[slot] |= gp.buttonY.pressed ? joypad_value_for_id(RETRO_DEVICE_ID_JOYPAD_X) : 0;
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g_current_input_data.pad_buttons[slot] |= gp.leftShoulder.pressed ? joypad_value_for_id(RETRO_DEVICE_ID_JOYPAD_L) : 0;
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g_current_input_data.pad_buttons[slot] |= gp.rightShoulder.pressed ? joypad_value_for_id(RETRO_DEVICE_ID_JOYPAD_R) : 0;
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g_current_input_data.pad_buttons[slot] |= gp.dpad.up.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_UP) : 0;
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g_current_input_data.pad_buttons[slot] |= gp.dpad.down.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_DOWN) : 0;
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g_current_input_data.pad_buttons[slot] |= gp.dpad.left.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_LEFT) : 0;
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g_current_input_data.pad_buttons[slot] |= gp.dpad.right.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_RIGHT) : 0;
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g_current_input_data.pad_buttons[slot] |= gp.buttonA.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_B) : 0;
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g_current_input_data.pad_buttons[slot] |= gp.buttonB.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_A) : 0;
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g_current_input_data.pad_buttons[slot] |= gp.buttonX.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_Y) : 0;
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g_current_input_data.pad_buttons[slot] |= gp.buttonY.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_X) : 0;
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g_current_input_data.pad_buttons[slot] |= gp.leftShoulder.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_L) : 0;
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g_current_input_data.pad_buttons[slot] |= gp.rightShoulder.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_R) : 0;
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g_current_input_data.pad_buttons[slot] |= gp.leftTrigger.pressed ? joypad_value_for_id(RETRO_DEVICE_ID_JOYPAD_L2) : 0;
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g_current_input_data.pad_buttons[slot] |= gp.rightTrigger.pressed ? joypad_value_for_id(RETRO_DEVICE_ID_JOYPAD_R2) : 0;
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g_current_input_data.pad_buttons[slot] |= gp.leftTrigger.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_L2) : 0;
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g_current_input_data.pad_buttons[slot] |= gp.rightTrigger.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_R2) : 0;
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g_current_input_data.pad_axis[slot][0] = gp.leftThumbstick.xAxis.value * 32767.0f;
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g_current_input_data.pad_axis[slot][1] = gp.leftThumbstick.yAxis.value * 32767.0f;
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g_current_input_data.pad_axis[slot][2] = gp.rightThumbstick.xAxis.value * 32767.0f;
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@ -71,16 +66,16 @@ static void apple_gamecontroller_poll(GCController *controller)
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else if (controller.gamepad)
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{
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GCGamepad *gp = (GCGamepad *)controller.gamepad;
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g_current_input_data.pad_buttons[slot] |= gp.dpad.up.pressed ? joypad_value_for_id(RETRO_DEVICE_ID_JOYPAD_UP) : 0;
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g_current_input_data.pad_buttons[slot] |= gp.dpad.down.pressed ? joypad_value_for_id(RETRO_DEVICE_ID_JOYPAD_DOWN) : 0;
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g_current_input_data.pad_buttons[slot] |= gp.dpad.left.pressed ? joypad_value_for_id(RETRO_DEVICE_ID_JOYPAD_LEFT) : 0;
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g_current_input_data.pad_buttons[slot] |= gp.dpad.right.pressed ? joypad_value_for_id(RETRO_DEVICE_ID_JOYPAD_RIGHT) : 0;
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g_current_input_data.pad_buttons[slot] |= gp.buttonA.pressed ? joypad_value_for_id(RETRO_DEVICE_ID_JOYPAD_B) : 0;
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g_current_input_data.pad_buttons[slot] |= gp.buttonB.pressed ? joypad_value_for_id(RETRO_DEVICE_ID_JOYPAD_A) : 0;
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g_current_input_data.pad_buttons[slot] |= gp.buttonX.pressed ? joypad_value_for_id(RETRO_DEVICE_ID_JOYPAD_Y) : 0;
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g_current_input_data.pad_buttons[slot] |= gp.buttonY.pressed ? joypad_value_for_id(RETRO_DEVICE_ID_JOYPAD_X) : 0;
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g_current_input_data.pad_buttons[slot] |= gp.leftShoulder.pressed ? joypad_value_for_id(RETRO_DEVICE_ID_JOYPAD_L) : 0;
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g_current_input_data.pad_buttons[slot] |= gp.rightShoulder.pressed ? joypad_value_for_id(RETRO_DEVICE_ID_JOYPAD_R) : 0;
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g_current_input_data.pad_buttons[slot] |= gp.dpad.up.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_UP) : 0;
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g_current_input_data.pad_buttons[slot] |= gp.dpad.down.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_DOWN) : 0;
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g_current_input_data.pad_buttons[slot] |= gp.dpad.left.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_LEFT) : 0;
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g_current_input_data.pad_buttons[slot] |= gp.dpad.right.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_RIGHT) : 0;
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g_current_input_data.pad_buttons[slot] |= gp.buttonA.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_B) : 0;
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g_current_input_data.pad_buttons[slot] |= gp.buttonB.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_A) : 0;
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g_current_input_data.pad_buttons[slot] |= gp.buttonX.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_Y) : 0;
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g_current_input_data.pad_buttons[slot] |= gp.buttonY.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_X) : 0;
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g_current_input_data.pad_buttons[slot] |= gp.leftShoulder.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_L) : 0;
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g_current_input_data.pad_buttons[slot] |= gp.rightShoulder.pressed ? (1 << RETRO_DEVICE_ID_JOYPAD_R) : 0;
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}
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}
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@ -103,10 +98,10 @@ static void apple_gamecontroller_register(GCGamepad *gamepad)
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uint32_t slot = (uint32_t)controller.playerIndex;
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g_current_input_data.pad_buttons[slot] |= joypad_value_for_id(RETRO_DEVICE_ID_JOYPAD_START);
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g_current_input_data.pad_buttons[slot] |= (1 << RETRO_DEVICE_ID_JOYPAD_START);
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dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(0.1 * NSEC_PER_SEC)), dispatch_get_main_queue(), ^{
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g_current_input_data.pad_buttons[slot] &= ~joypad_value_for_id(RETRO_DEVICE_ID_JOYPAD_START);
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g_current_input_data.pad_buttons[slot] &= ~(1 << RETRO_DEVICE_ID_JOYPAD_START);
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});
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};
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