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Fix inverted buttons, and allow the special keys to be remapped[hopefully..].
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@ -39,8 +39,8 @@ static const struct {int from, to;} dinput_ctrl_map[] = {
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{10, KEYCODE_BACK}, // Toggle PauseScreen & Back Setting Page
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{10, KEYCODE_BACK}, // Toggle PauseScreen & Back Setting Page
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{1, KEYCODE_BUTTON_A }, // Cross = XBOX-A
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{1, KEYCODE_BUTTON_A }, // Cross = XBOX-A
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{2, KEYCODE_BUTTON_B }, // Circle = XBOX-B
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{2, KEYCODE_BUTTON_B }, // Circle = XBOX-B
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{0, KEYCODE_BUTTON_Y }, // Square = XBOX-X
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{0, KEYCODE_BUTTON_X }, // Square = XBOX-X
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{3, KEYCODE_BUTTON_X }, // Triangle = XBOX-Y
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{3, KEYCODE_BUTTON_Y }, // Triangle = XBOX-Y
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{8, KEYCODE_BUTTON_SELECT},
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{8, KEYCODE_BUTTON_SELECT},
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{9, KEYCODE_BUTTON_START},
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{9, KEYCODE_BUTTON_START},
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{4, KEYCODE_BUTTON_L1 }, // LTrigger = XBOX-LBumper
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{4, KEYCODE_BUTTON_L1 }, // LTrigger = XBOX-LBumper
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@ -247,22 +247,21 @@ void DinputDevice::ApplyButtons(DIJOYSTATE2 &state, InputState &input_state) {
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NativeKey(key);
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NativeKey(key);
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// Hack needed to let the special buttons work..
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// Hack needed to let the special buttons work..
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switch(dinput_ctrl_map[i].from)
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switch(dinput_ctrl_map[i].to)
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{
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{
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case 6:
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case KEYCODE_BUTTON_THUMBL:
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input_state.pad_buttons |= PAD_BUTTON_LEFT_THUMB;
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input_state.pad_buttons |= PAD_BUTTON_LEFT_THUMB;
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break;
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break;
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case 7:
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case KEYCODE_BUTTON_THUMBR:
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case 11:
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input_state.pad_buttons |= PAD_BUTTON_RIGHT_THUMB;
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input_state.pad_buttons |= PAD_BUTTON_RIGHT_THUMB;
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break;
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break;
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case 4:
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case KEYCODE_BUTTON_L1:
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input_state.pad_buttons |= PAD_BUTTON_LEFT_TRIGGER;
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input_state.pad_buttons |= PAD_BUTTON_LEFT_TRIGGER;
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break;
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break;
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case 5:
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case KEYCODE_BUTTON_R1:
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input_state.pad_buttons |= PAD_BUTTON_RIGHT_TRIGGER;
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input_state.pad_buttons |= PAD_BUTTON_RIGHT_TRIGGER;
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break;
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break;
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case 10:
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case KEYCODE_BACK:
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input_state.pad_buttons |= PAD_BUTTON_BACK;
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input_state.pad_buttons |= PAD_BUTTON_BACK;
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break;
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break;
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