@@ -84,9 +84,9 @@ int UInputMan::Initialize() {
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g_ConsoleMan.PrintString (" ERROR: Failed to connect gamepad " + std::to_string (index) + " " + std::string (SDL_GetError ()));
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continue ;
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}
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- SDL_SetGamepadPlayerIndex (controller, index );
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- s_PrevJoystickStates[controllerIndex] = Gamepad (index , joysticks[index], SDL_GAMEPAD_AXIS_COUNT, SDL_GAMEPAD_BUTTON_COUNT);
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- s_ChangedJoystickStates[controllerIndex] = Gamepad (index , joysticks[index], SDL_GAMEPAD_AXIS_COUNT, SDL_GAMEPAD_BUTTON_COUNT);
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+ SDL_SetGamepadPlayerIndex (controller, controllerIndex );
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+ s_PrevJoystickStates[controllerIndex] = Gamepad (controllerIndex , joysticks[index], SDL_GAMEPAD_AXIS_COUNT, SDL_GAMEPAD_BUTTON_COUNT);
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+ s_ChangedJoystickStates[controllerIndex] = Gamepad (controllerIndex , joysticks[index], SDL_GAMEPAD_AXIS_COUNT, SDL_GAMEPAD_BUTTON_COUNT);
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auto playerScheme = std::find_if (m_ControlScheme.begin (), m_ControlScheme.end (), [controllerIndex](auto & scheme) { return scheme.GetDevice () == controllerIndex + InputDevice::DEVICE_GAMEPAD_1; });
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playerScheme->SetDeviceID ({.gamepad = joysticks[index]});
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controllerIndex++;
@@ -97,8 +97,8 @@ int UInputMan::Initialize() {
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g_ConsoleMan.PrintString (" ERROR: Failed to connect joystick." );
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continue ;
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}
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- s_PrevJoystickStates[controllerIndex] = Gamepad (index , joysticks[index], SDL_GetNumJoystickAxes (joy), SDL_GetNumJoystickButtons (joy));
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- s_ChangedJoystickStates[controllerIndex] = Gamepad (index , joysticks[index], SDL_GetNumJoystickAxes (joy), SDL_GetNumJoystickButtons (joy));
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+ s_PrevJoystickStates[controllerIndex] = Gamepad (controllerIndex , joysticks[index], SDL_GetNumJoystickAxes (joy), SDL_GetNumJoystickButtons (joy));
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+ s_ChangedJoystickStates[controllerIndex] = Gamepad (controllerIndex , joysticks[index], SDL_GetNumJoystickAxes (joy), SDL_GetNumJoystickButtons (joy));
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auto playerScheme = std::find_if (m_ControlScheme.begin (), m_ControlScheme.end (), [controllerIndex](auto & scheme) { return scheme.GetDevice () == controllerIndex + InputDevice::DEVICE_GAMEPAD_1; });
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playerScheme->SetDeviceID ({.gamepad = joysticks[index]});
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controllerIndex++;
@@ -1284,25 +1284,25 @@ void UInputMan::UpdateJoystickDigitalAxis() {
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}
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}
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- void UInputMan::HandleGamepadHotPlug (SDL_JoystickID deviceIndex ) {
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+ void UInputMan::HandleGamepadHotPlug (SDL_JoystickID joystickID ) {
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SDL_Joystick* controller = nullptr ;
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int controllerIndex = 0 ;
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for (controllerIndex = 0 ; controllerIndex < s_PrevJoystickStates.size (); ++controllerIndex) {
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- if (s_PrevJoystickStates[controllerIndex].m_JoystickID == deviceIndex ) {
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+ if (s_PrevJoystickStates[controllerIndex].m_JoystickID == joystickID ) {
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return ;
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}
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if (s_PrevJoystickStates[controllerIndex].m_JoystickID == -1 ) {
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- if (SDL_IsGamepad (deviceIndex )) {
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- SDL_Gamepad* gameController = SDL_OpenGamepad (deviceIndex );
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+ if (SDL_IsGamepad (joystickID )) {
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+ SDL_Gamepad* gameController = SDL_OpenGamepad (joystickID );
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if (!gameController) {
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g_ConsoleMan.PrintString (" ERROR: Failed to connect Gamepad!" );
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break ;
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}
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controller = SDL_GetGamepadJoystick (gameController);
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SDL_SetGamepadPlayerIndex (gameController, controllerIndex);
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} else {
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- controller = SDL_OpenJoystick (deviceIndex );
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+ controller = SDL_OpenJoystick (joystickID );
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}
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if (!controller) {
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g_ConsoleMan.PrintString (" ERROR: Failed to connect Gamepad!" );
@@ -1320,15 +1320,15 @@ void UInputMan::HandleGamepadHotPlug(SDL_JoystickID deviceIndex) {
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if (controller) {
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int numAxis = 0 ;
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int numButtons = 0 ;
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- if (SDL_IsGamepad (deviceIndex )) {
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+ if (SDL_IsGamepad (joystickID )) {
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numAxis = SDL_GAMEPAD_AXIS_COUNT;
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numButtons = SDL_GAMEPAD_BUTTON_COUNT;
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} else {
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numAxis = SDL_GetNumJoystickAxes (controller);
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numButtons = SDL_GetNumJoystickButtons (controller);
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}
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- s_PrevJoystickStates[controllerIndex] = Gamepad (controllerIndex, deviceIndex , numAxis, numButtons);
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- s_ChangedJoystickStates[controllerIndex] = Gamepad (controllerIndex, deviceIndex , numAxis, numButtons);
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+ s_PrevJoystickStates[controllerIndex] = Gamepad (controllerIndex, joystickID , numAxis, numButtons);
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+ s_ChangedJoystickStates[controllerIndex] = Gamepad (controllerIndex, joystickID , numAxis, numButtons);
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m_NumJoysticks++;
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}
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}
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