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Add extended button support with Sunshine
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@ -27,7 +27,10 @@ const int SdlInputHandler::k_ButtonMap[] = {
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BACK_FLAG, SPECIAL_FLAG, PLAY_FLAG,
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BACK_FLAG, SPECIAL_FLAG, PLAY_FLAG,
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LS_CLK_FLAG, RS_CLK_FLAG,
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LS_CLK_FLAG, RS_CLK_FLAG,
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LB_FLAG, RB_FLAG,
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LB_FLAG, RB_FLAG,
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UP_FLAG, DOWN_FLAG, LEFT_FLAG, RIGHT_FLAG
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UP_FLAG, DOWN_FLAG, LEFT_FLAG, RIGHT_FLAG,
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MISC_FLAG,
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PADDLE1_FLAG, PADDLE2_FLAG, PADDLE3_FLAG, PADDLE4_FLAG,
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TOUCHPAD_FLAG,
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};
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};
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GamepadState*
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GamepadState*
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@ -162,6 +165,13 @@ void SdlInputHandler::handleControllerAxisEvent(SDL_ControllerAxisEvent* event)
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void SdlInputHandler::handleControllerButtonEvent(SDL_ControllerButtonEvent* event)
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void SdlInputHandler::handleControllerButtonEvent(SDL_ControllerButtonEvent* event)
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{
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{
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if (event->button >= SDL_arraysize(k_ButtonMap)) {
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
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"No mapping for gamepad button: %u",
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event->button);
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return;
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}
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GamepadState* state = findStateForGamepad(event->which);
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GamepadState* state = findStateForGamepad(event->which);
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if (state == NULL) {
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if (state == NULL) {
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return;
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return;
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@ -19,7 +19,7 @@ struct GamepadState {
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SDL_TimerID mouseEmulationTimer;
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SDL_TimerID mouseEmulationTimer;
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uint32_t lastStartDownTime;
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uint32_t lastStartDownTime;
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short buttons;
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int buttons;
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short lsX, lsY;
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short lsX, lsY;
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short rsX, rsY;
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short rsX, rsY;
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unsigned char lt, rt;
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unsigned char lt, rt;
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@ -1 +1 @@
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Subproject commit c9426a6a71c4162e65dde8c0c71a25f1dbca46ba
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Subproject commit 9bf09d681ef21e5a1284b50a850fe4e5df3afbe3
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