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Should fix DInput crash.
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parent
2dcccc7cda
commit
b6ff98cf18
12
input/sdl.c
12
input/sdl.c
@ -153,7 +153,7 @@ static bool sdl_axis_pressed(sdl_input_t *sdl, int port_num, uint32_t joyaxis)
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}
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#endif
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static bool sdl_is_pressed(sdl_input_t *sdl, int port_num, const struct snes_keybind *key)
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static bool sdl_is_pressed(sdl_input_t *sdl, unsigned port_num, const struct snes_keybind *key)
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{
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if (sdl->use_keyboard && sdl_key_pressed(key->key))
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return true;
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@ -185,7 +185,7 @@ static bool sdl_bind_button_pressed(void *data, int key)
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}
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static int16_t sdl_joypad_device_state(sdl_input_t *sdl, const struct snes_keybind **binds,
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int port_num, int id)
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unsigned port_num, int id)
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{
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const struct snes_keybind *snes_keybinds = binds[port_num];
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@ -317,12 +317,18 @@ static void sdl_poll_mouse(sdl_input_t *sdl)
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static void sdl_input_poll(void *data)
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{
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sdl_input_t *sdl = data;
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SDL_PumpEvents();
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SDL_Event event;
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#ifdef HAVE_DINPUT
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sdl_dinput_poll(sdl->di);
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#else
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SDL_JoystickUpdate();
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#endif
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sdl_poll_mouse(data);
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sdl_input_t *sdl = data;
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// Search for events...
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while (SDL_PollEvent(&event))
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{
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