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https://github.com/libsdl-org/SDL.git
synced 2025-06-02 18:07:40 +00:00
Added the ability to specify a gamepad type in the mapping
Also renamed most cases of SDL_GAMEPAD_TYPE_UNKNOWN to SDL_GAMEPAD_TYPE_STANDARD, and SDL_GetGamepadType() will return SDL_GAMEPAD_TYPE_UNKNOWN only if the gamepad is invalid.
This commit is contained in:
parent
57820071a4
commit
b271e92c6e
14 changed files with 530 additions and 65 deletions
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@ -68,6 +68,7 @@ static SDL_Renderer *screen = NULL;
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static ControllerDisplayMode display_mode = CONTROLLER_MODE_TESTING;
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static GamepadImage *image = NULL;
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static GamepadDisplay *gamepad_elements = NULL;
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static GamepadTypeDisplay *gamepad_type = NULL;
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static JoystickDisplay *joystick_elements = NULL;
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static GamepadButton *setup_mapping_button = NULL;
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static GamepadButton *done_mapping_button = NULL;
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@ -89,6 +90,9 @@ static Uint64 binding_advance_time = 0;
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static SDL_FRect title_area;
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static SDL_bool title_highlighted;
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static SDL_bool title_pressed;
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static SDL_FRect type_area;
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static SDL_bool type_highlighted;
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static SDL_bool type_pressed;
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static char *controller_name;
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static SDL_Joystick *virtual_joystick = NULL;
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static SDL_GamepadAxis virtual_axis_active = SDL_GAMEPAD_AXIS_INVALID;
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@ -210,8 +214,12 @@ static void ClearButtonHighlights(void)
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title_highlighted = SDL_FALSE;
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title_pressed = SDL_FALSE;
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type_highlighted = SDL_FALSE;
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type_pressed = SDL_FALSE;
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ClearGamepadImage(image);
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SetGamepadDisplayHighlight(gamepad_elements, SDL_GAMEPAD_ELEMENT_INVALID, SDL_FALSE);
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SetGamepadTypeDisplayHighlight(gamepad_type, SDL_GAMEPAD_TYPE_UNSELECTED, SDL_FALSE);
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SetGamepadButtonHighlight(setup_mapping_button, SDL_FALSE, SDL_FALSE);
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SetGamepadButtonHighlight(done_mapping_button, SDL_FALSE, SDL_FALSE);
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SetGamepadButtonHighlight(cancel_button, SDL_FALSE, SDL_FALSE);
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@ -241,6 +249,14 @@ static void UpdateButtonHighlights(float x, float y, SDL_bool button_down)
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title_pressed = SDL_FALSE;
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}
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if (SDL_PointInRectFloat(&point, &type_area)) {
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type_highlighted = SDL_TRUE;
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type_pressed = button_down;
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} else {
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type_highlighted = SDL_FALSE;
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type_pressed = SDL_FALSE;
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}
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if (controller->joystick != virtual_joystick) {
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gamepad_highlight_element = GetGamepadImageElementAt(image, x, y);
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}
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@ -249,6 +265,11 @@ static void UpdateButtonHighlights(float x, float y, SDL_bool button_down)
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}
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SetGamepadDisplayHighlight(gamepad_elements, gamepad_highlight_element, button_down);
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if (binding_element == SDL_GAMEPAD_ELEMENT_TYPE) {
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int gamepad_highlight_type = GetGamepadTypeDisplayAt(gamepad_type, x, y);
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SetGamepadTypeDisplayHighlight(gamepad_type, gamepad_highlight_type, button_down);
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}
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joystick_highlight_element = GetJoystickDisplayElementAt(joystick_elements, controller->joystick, x, y);
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SetJoystickDisplayHighlight(joystick_elements, joystick_highlight_element, button_down);
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SDL_free(joystick_highlight_element);
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@ -606,6 +627,19 @@ static void PasteControllerName(void)
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CommitControllerName();
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}
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static void CommitGamepadType(SDL_GamepadType type)
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{
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char *mapping = NULL;
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if (controller->mapping) {
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mapping = SDL_strdup(controller->mapping);
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} else {
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mapping = NULL;
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}
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mapping = SetMappingType(mapping, type);
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SetAndFreeGamepadMapping(mapping);
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}
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static const char *GetBindingInstruction(void)
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{
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switch (binding_element) {
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@ -1097,6 +1131,7 @@ static void DrawGamepadWaiting(SDL_Renderer *renderer)
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static void DrawGamepadInfo(SDL_Renderer *renderer)
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{
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const char *type;
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const char *serial;
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char text[128];
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float x, y;
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@ -1116,9 +1151,24 @@ static void DrawGamepadInfo(SDL_Renderer *renderer)
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SDL_SetRenderDrawColor(renderer, r, g, b, a);
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}
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if (type_highlighted) {
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Uint8 r, g, b, a;
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SDL_GetRenderDrawColor(renderer, &r, &g, &b, &a);
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if (type_pressed) {
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SDL_SetRenderDrawColor(renderer, PRESSED_COLOR);
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} else {
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SDL_SetRenderDrawColor(renderer, HIGHLIGHT_COLOR);
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}
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SDL_RenderFillRect(renderer, &type_area);
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SDL_SetRenderDrawColor(renderer, r, g, b, a);
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}
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if (controller_name && *controller_name) {
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x = (float)SCREEN_WIDTH / 2 - (FONT_CHARACTER_SIZE * SDL_strlen(controller_name)) / 2;
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y = (float)TITLE_HEIGHT / 2 - FONT_CHARACTER_SIZE / 2;
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x = title_area.x + title_area.w / 2 - (FONT_CHARACTER_SIZE * SDL_strlen(controller_name)) / 2;
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y = title_area.y + title_area.h / 2 - FONT_CHARACTER_SIZE / 2;
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SDLTest_DrawString(renderer, x, y, controller_name);
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}
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@ -1129,6 +1179,11 @@ static void DrawGamepadInfo(SDL_Renderer *renderer)
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SDLTest_DrawString(renderer, x, y, text);
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}
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type = GetGamepadTypeString(SDL_GetGamepadType(controller->gamepad));
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x = type_area.x + type_area.w / 2 - (FONT_CHARACTER_SIZE * SDL_strlen(type)) / 2;
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y = type_area.y + type_area.h / 2 - FONT_CHARACTER_SIZE / 2;
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SDLTest_DrawString(renderer, x, y, type);
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if (display_mode == CONTROLLER_MODE_TESTING) {
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SDL_snprintf(text, SDL_arraysize(text), "VID: 0x%.4x PID: 0x%.4x",
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SDL_GetJoystickVendor(controller->joystick),
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@ -1185,6 +1240,8 @@ static void DrawBindingTips(SDL_Renderer *renderer)
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if (binding_element == SDL_GAMEPAD_ELEMENT_NAME) {
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text = "(press RETURN to complete)";
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} else if (binding_element == SDL_GAMEPAD_ELEMENT_TYPE) {
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text = "(press ESC to cancel)";
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} else {
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bound_A = MappingHasElement(controller->mapping, SDL_GAMEPAD_BUTTON_A);
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bound_B = MappingHasElement(controller->mapping, SDL_GAMEPAD_BUTTON_B);
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@ -1467,6 +1524,14 @@ static void loop(void *arg)
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PasteMapping();
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} else if (title_pressed) {
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SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_NAME, SDL_FALSE);
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} else if (type_pressed) {
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SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_TYPE, SDL_FALSE);
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} else if (binding_element == SDL_GAMEPAD_ELEMENT_TYPE) {
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int type = GetGamepadTypeDisplayAt(gamepad_type, event.button.x, event.button.y);
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if (type != SDL_GAMEPAD_TYPE_UNSELECTED) {
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CommitGamepadType((SDL_GamepadType)type);
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StopBinding();
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}
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} else {
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int gamepad_element = SDL_GAMEPAD_ELEMENT_INVALID;
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char *joystick_element;
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@ -1599,7 +1664,12 @@ static void loop(void *arg)
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}
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RenderGamepadImage(image);
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RenderGamepadDisplay(gamepad_elements, controller->gamepad);
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if (binding_element == SDL_GAMEPAD_ELEMENT_TYPE) {
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SetGamepadTypeDisplayRealType(gamepad_type, SDL_GetRealGamepadType(controller->gamepad));
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RenderGamepadTypeDisplay(gamepad_type);
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} else {
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RenderGamepadDisplay(gamepad_elements, controller->gamepad);
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}
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RenderJoystickDisplay(joystick_elements, controller->joystick);
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if (display_mode == CONTROLLER_MODE_TESTING) {
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@ -1741,6 +1811,11 @@ int main(int argc, char *argv[])
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title_area.x = (float)PANEL_WIDTH + PANEL_SPACING;
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title_area.y = (float)TITLE_HEIGHT / 2 - title_area.h / 2;
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type_area.w = (float)PANEL_WIDTH - 2 * BUTTON_MARGIN;
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type_area.h = (float)FONT_CHARACTER_SIZE + 2 * BUTTON_MARGIN;
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type_area.x = (float)BUTTON_MARGIN;
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type_area.y = (float)TITLE_HEIGHT / 2 - type_area.h / 2;
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image = CreateGamepadImage(screen);
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if (image == NULL) {
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SDL_DestroyRenderer(screen);
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@ -1756,6 +1831,13 @@ int main(int argc, char *argv[])
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area.h = GAMEPAD_HEIGHT;
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SetGamepadDisplayArea(gamepad_elements, &area);
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gamepad_type = CreateGamepadTypeDisplay(screen);
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area.x = 0;
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area.y = TITLE_HEIGHT;
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area.w = PANEL_WIDTH;
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area.h = GAMEPAD_HEIGHT;
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SetGamepadTypeDisplayArea(gamepad_type, &area);
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joystick_elements = CreateJoystickDisplay(screen);
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area.x = PANEL_WIDTH + PANEL_SPACING + GAMEPAD_WIDTH + PANEL_SPACING;
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area.y = TITLE_HEIGHT;
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@ -1829,6 +1911,7 @@ int main(int argc, char *argv[])
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}
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DestroyGamepadImage(image);
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DestroyGamepadDisplay(gamepad_elements);
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DestroyGamepadTypeDisplay(gamepad_type);
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DestroyJoystickDisplay(joystick_elements);
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DestroyGamepadButton(copy_button);
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SDL_DestroyRenderer(screen);
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