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https://github.com/shadps4-emu/shadPS4.git
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okay fine
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@ -1,10 +1,10 @@
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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <SDL3/SDL.h>
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#include "core/libraries/kernel/time_management.h"
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#include "core/libraries/pad/pad.h"
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#include "input/controller.h"
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#include <SDL3/SDL.h>
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namespace Input {
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@ -126,7 +126,8 @@ void GameController::SetLightBarRGB(u8 r, u8 g, u8 b) {
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bool GameController::SetVibration(u8 smallMotor, u8 largeMotor) {
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if (m_sdl_gamepad != nullptr) {
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return SDL_RumbleGamepad(m_sdl_gamepad, (smallMotor / 255.0f) * 0xFFFF, (largeMotor / 255.0f) * 0xFFFF, -1) == 0;
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return SDL_RumbleGamepad(m_sdl_gamepad, (smallMotor / 255.0f) * 0xFFFF,
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(largeMotor / 255.0f) * 0xFFFF, -1) == 0;
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}
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return true;
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}
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@ -316,38 +316,38 @@ int WindowSDL::sdlGamepadToOrbisButton(u8 button) {
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using Libraries::Pad::OrbisPadButtonDataOffset;
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switch (button) {
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case SDL_GAMEPAD_BUTTON_DPAD_DOWN:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_DOWN;
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case SDL_GAMEPAD_BUTTON_DPAD_UP:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_UP;
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case SDL_GAMEPAD_BUTTON_DPAD_LEFT:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_LEFT;
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case SDL_GAMEPAD_BUTTON_DPAD_RIGHT:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_RIGHT;
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case SDL_GAMEPAD_BUTTON_SOUTH:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_CROSS;
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case SDL_GAMEPAD_BUTTON_NORTH:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_TRIANGLE;
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case SDL_GAMEPAD_BUTTON_WEST:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_SQUARE;
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case SDL_GAMEPAD_BUTTON_EAST:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_CIRCLE;
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case SDL_GAMEPAD_BUTTON_START:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_OPTIONS;
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case SDL_GAMEPAD_BUTTON_TOUCHPAD:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_TOUCH_PAD;
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case SDL_GAMEPAD_BUTTON_BACK:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_TOUCH_PAD;
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case SDL_GAMEPAD_BUTTON_LEFT_SHOULDER:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_L1;
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case SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_R1;
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case SDL_GAMEPAD_BUTTON_LEFT_STICK:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_L3;
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case SDL_GAMEPAD_BUTTON_RIGHT_STICK:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_R3;
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default:
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return 0;
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case SDL_GAMEPAD_BUTTON_DPAD_DOWN:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_DOWN;
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case SDL_GAMEPAD_BUTTON_DPAD_UP:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_UP;
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case SDL_GAMEPAD_BUTTON_DPAD_LEFT:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_LEFT;
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case SDL_GAMEPAD_BUTTON_DPAD_RIGHT:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_RIGHT;
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case SDL_GAMEPAD_BUTTON_SOUTH:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_CROSS;
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case SDL_GAMEPAD_BUTTON_NORTH:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_TRIANGLE;
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case SDL_GAMEPAD_BUTTON_WEST:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_SQUARE;
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case SDL_GAMEPAD_BUTTON_EAST:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_CIRCLE;
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case SDL_GAMEPAD_BUTTON_START:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_OPTIONS;
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case SDL_GAMEPAD_BUTTON_TOUCHPAD:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_TOUCH_PAD;
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case SDL_GAMEPAD_BUTTON_BACK:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_TOUCH_PAD;
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case SDL_GAMEPAD_BUTTON_LEFT_SHOULDER:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_L1;
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case SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_R1;
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case SDL_GAMEPAD_BUTTON_LEFT_STICK:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_L3;
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case SDL_GAMEPAD_BUTTON_RIGHT_STICK:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_R3;
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default:
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return 0;
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}
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}
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