early-access version 2161
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@@ -46,7 +46,7 @@ static int SDLEventWatcher(void* user_data, SDL_Event* event) {
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// Don't handle the event if we are configuring
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if (sdl_state->polling) {
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sdl_state->event_queue.push(*event);
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sdl_state->event_queue.Push(*event);
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} else {
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sdl_state->HandleGameControllerEvent(*event);
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}
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@@ -1460,6 +1460,7 @@ public:
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explicit SDLPoller(SDLState& state_) : state(state_) {}
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void Start([[maybe_unused]] const std::string& device_id) override {
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state.event_queue.Clear();
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state.polling = true;
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}
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@@ -1477,7 +1478,7 @@ public:
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Common::ParamPackage GetNextInput() override {
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SDL_Event event;
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while (state.event_queue.try_pop(event)) {
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while (state.event_queue.Pop(event)) {
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const auto package = FromEvent(event);
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if (package) {
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return *package;
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@@ -1549,7 +1550,7 @@ public:
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Common::ParamPackage GetNextInput() override {
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SDL_Event event;
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while (state.event_queue.try_pop(event)) {
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while (state.event_queue.Pop(event)) {
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const auto package = FromEvent(event);
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if (package) {
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return *package;
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@@ -1591,7 +1592,7 @@ public:
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Common::ParamPackage GetNextInput() override {
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SDL_Event event;
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while (state.event_queue.try_pop(event)) {
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while (state.event_queue.Pop(event)) {
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if (event.type != SDL_JOYAXISMOTION) {
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// Check for a button press
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auto button_press = button_poller.FromEvent(event);
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