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Use SDL_bool where appropriate in SDL events
This involved changing button state from Uint8 to SDL_bool, and made SDL_PRESSED and SDL_RELEASED unnecessary. Fixes https://github.com/libsdl-org/SDL/issues/10069
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7d1bbae6b2
commit
6fc6e3dc7e
89 changed files with 935 additions and 956 deletions
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@ -1113,7 +1113,7 @@ static SDL_bool ShowingFront(void)
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/* Show the back of the gamepad if the paddles are being held or bound */
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for (i = SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1; i <= SDL_GAMEPAD_BUTTON_LEFT_PADDLE2; ++i) {
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if (SDL_GetGamepadButton(controller->gamepad, (SDL_GamepadButton)i) == SDL_PRESSED ||
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if (SDL_GetGamepadButton(controller->gamepad, (SDL_GamepadButton)i) ||
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binding_element == i) {
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showing_front = SDL_FALSE;
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break;
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@ -1210,7 +1210,7 @@ static void VirtualGamepadMouseMotion(float x, float y)
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const float MOVING_DISTANCE = 2.0f;
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if (SDL_fabs(x - virtual_axis_start_x) >= MOVING_DISTANCE ||
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SDL_fabs(y - virtual_axis_start_y) >= MOVING_DISTANCE) {
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SDL_SetJoystickVirtualButton(virtual_joystick, virtual_button_active, SDL_RELEASED);
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SDL_SetJoystickVirtualButton(virtual_joystick, virtual_button_active, SDL_FALSE);
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virtual_button_active = SDL_GAMEPAD_BUTTON_INVALID;
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}
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}
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@ -1248,7 +1248,7 @@ static void VirtualGamepadMouseMotion(float x, float y)
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GetGamepadTouchpadArea(image, &touchpad);
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virtual_touchpad_x = (x - touchpad.x) / touchpad.w;
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virtual_touchpad_y = (y - touchpad.y) / touchpad.h;
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SDL_SetJoystickVirtualTouchpad(virtual_joystick, 0, 0, SDL_PRESSED, virtual_touchpad_x, virtual_touchpad_y, 1.0f);
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SDL_SetJoystickVirtualTouchpad(virtual_joystick, 0, 0, SDL_TRUE, virtual_touchpad_x, virtual_touchpad_y, 1.0f);
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}
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}
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@ -1264,14 +1264,14 @@ static void VirtualGamepadMouseDown(float x, float y)
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virtual_touchpad_active = SDL_TRUE;
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virtual_touchpad_x = (x - touchpad.x) / touchpad.w;
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virtual_touchpad_y = (y - touchpad.y) / touchpad.h;
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SDL_SetJoystickVirtualTouchpad(virtual_joystick, 0, 0, SDL_PRESSED, virtual_touchpad_x, virtual_touchpad_y, 1.0f);
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SDL_SetJoystickVirtualTouchpad(virtual_joystick, 0, 0, SDL_TRUE, virtual_touchpad_x, virtual_touchpad_y, 1.0f);
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}
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return;
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}
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if (element < SDL_GAMEPAD_BUTTON_MAX) {
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virtual_button_active = (SDL_GamepadButton)element;
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SDL_SetJoystickVirtualButton(virtual_joystick, virtual_button_active, SDL_PRESSED);
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SDL_SetJoystickVirtualButton(virtual_joystick, virtual_button_active, SDL_TRUE);
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} else {
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switch (element) {
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case SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_NEGATIVE:
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@ -1301,7 +1301,7 @@ static void VirtualGamepadMouseDown(float x, float y)
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static void VirtualGamepadMouseUp(float x, float y)
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{
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if (virtual_button_active != SDL_GAMEPAD_BUTTON_INVALID) {
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SDL_SetJoystickVirtualButton(virtual_joystick, virtual_button_active, SDL_RELEASED);
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SDL_SetJoystickVirtualButton(virtual_joystick, virtual_button_active, SDL_FALSE);
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virtual_button_active = SDL_GAMEPAD_BUTTON_INVALID;
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}
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@ -1317,7 +1317,7 @@ static void VirtualGamepadMouseUp(float x, float y)
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}
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if (virtual_touchpad_active) {
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SDL_SetJoystickVirtualTouchpad(virtual_joystick, 0, 0, SDL_RELEASED, virtual_touchpad_x, virtual_touchpad_y, 0.0f);
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SDL_SetJoystickVirtualTouchpad(virtual_joystick, 0, 0, SDL_FALSE, virtual_touchpad_x, virtual_touchpad_y, 0.0f);
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virtual_touchpad_active = SDL_FALSE;
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}
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}
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@ -1772,7 +1772,7 @@ static void loop(void *arg)
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if (virtual_joystick && controller && controller->joystick == virtual_joystick) {
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VirtualGamepadMouseDown(event.button.x, event.button.y);
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}
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UpdateButtonHighlights(event.button.x, event.button.y, event.button.state ? SDL_TRUE : SDL_FALSE);
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UpdateButtonHighlights(event.button.x, event.button.y, event.button.down);
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break;
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case SDL_EVENT_MOUSE_BUTTON_UP:
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@ -1833,7 +1833,7 @@ static void loop(void *arg)
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}
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}
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}
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UpdateButtonHighlights(event.button.x, event.button.y, event.button.state ? SDL_TRUE : SDL_FALSE);
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UpdateButtonHighlights(event.button.x, event.button.y, event.button.down);
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break;
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case SDL_EVENT_MOUSE_MOTION:
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