forked from dolphin-emu/dolphin
		
	git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4566 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			494 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			494 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
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// Project description
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// -------------------
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// Name: nJoy
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// Description: A Dolphin Compatible Input Plugin
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//
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// Author: Falcon4ever (nJoy@falcon4ever.com)
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// Site: www.multigesture.net
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// Copyright (C) 2003 Dolphin Project.
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//
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//
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// Licensetype: GNU General Public License (GPL)
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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// GNU General Public License 2.0 for more details.
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//
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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//
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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//
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// Include
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// ---------
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#include "nJoy.h"
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#include "LogManager.h"
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// Declare config window so that we can write debugging info to it from functions in this file
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#if defined(HAVE_WX) && HAVE_WX
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	PADConfigDialognJoy* m_ConfigFrame = NULL;
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#endif
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// Variables
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// ---------
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#define _EXCLUDE_MAIN_ // Avoid certain declarations in nJoy.h
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FILE *pFile;
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std::vector<InputCommon::CONTROLLER_INFO> joyinfo;
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InputCommon::CONTROLLER_STATE PadState[4];
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InputCommon::CONTROLLER_MAPPING PadMapping[4];
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bool g_EmulatorRunning = false;
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int NumPads = 0, NumGoodPads = 0, LastPad = 0;
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#ifdef _WIN32
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	HWND m_hWnd = NULL, m_hConsole = NULL; // Handle to window
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#endif
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SPADInitialize *g_PADInitialize = NULL;
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PLUGIN_GLOBALS* globals = NULL;
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// Standard crap to make wxWidgets happy
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#ifdef _WIN32
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HINSTANCE g_hInstance;
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#if defined(HAVE_WX) && HAVE_WX
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class wxDLLApp : public wxApp
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{
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	bool OnInit()
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	{
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		return true;
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	}
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};
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IMPLEMENT_APP_NO_MAIN(wxDLLApp) 
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	WXDLLIMPEXP_BASE void wxSetInstance(HINSTANCE hInst);
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#endif
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BOOL APIENTRY DllMain(HINSTANCE hinstDLL,	// DLL module handle
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	DWORD dwReason,		// reason called
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	LPVOID lpvReserved)	// reserved
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{
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	switch (dwReason)
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	{
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	case DLL_PROCESS_ATTACH:
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		{
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#if defined(HAVE_WX) && HAVE_WX
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			wxSetInstance((HINSTANCE)hinstDLL);
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			int argc = 0;
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			char **argv = NULL;
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			wxEntryStart(argc, argv);
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			if (!wxTheApp || !wxTheApp->CallOnInit())
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				return FALSE;
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#endif
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		}
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		break; 
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	case DLL_PROCESS_DETACH:
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#if defined(HAVE_WX) && HAVE_WX
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		wxEntryCleanup();
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#endif
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		break;
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	default:
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		break;
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	}
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	g_hInstance = hinstDLL;
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	return TRUE;
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}
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#endif
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#if defined(HAVE_WX) && HAVE_WX
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wxWindow* GetParentedWxWindow(HWND Parent)
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{
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#ifdef _WIN32
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	wxSetInstance((HINSTANCE)g_hInstance);
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#endif
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	wxWindow *win = new wxWindow();
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#ifdef _WIN32
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	win->SetHWND((WXHWND)Parent);
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	win->AdoptAttributesFromHWND();
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#endif
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	return win;
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}
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#endif
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// Input Plugin Functions (from spec's)
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// ------------------------------------
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// Get properties of plugin
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// ------------------------
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void GetDllInfo(PLUGIN_INFO* _PluginInfo)
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{
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	_PluginInfo->Version = 0x0100;
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	_PluginInfo->Type = PLUGIN_TYPE_PAD;
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#ifdef DEBUGFAST
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	sprintf(_PluginInfo->Name, "nJoy (DebugFast) by Falcon4ever");
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#else
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#ifndef _DEBUG
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	sprintf(_PluginInfo->Name, "nJoy by Falcon4ever");
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#else
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	sprintf(_PluginInfo->Name, "nJoy (Debug) by Falcon4ever");
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#endif
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#endif
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}
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void SetDllGlobals(PLUGIN_GLOBALS* _pPluginGlobals)
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{
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	globals = _pPluginGlobals;
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	LogManager::SetInstance((LogManager *)globals->logManager);
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}
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// Call config dialog
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// ------------------
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void DllConfig(HWND _hParent)
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{
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	// Init Joystick + Haptic (force feedback) subsystem on SDL 1.3
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	// Populate joyinfo for all attached devices
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	Search_Devices(joyinfo, NumPads, NumGoodPads);
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	g_Config.Load();	// load settings
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#if defined(HAVE_WX) && HAVE_WX
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	if (!m_ConfigFrame)
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		m_ConfigFrame = new PADConfigDialognJoy(GetParentedWxWindow(_hParent));
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	else if (!m_ConfigFrame->GetParent()->IsShown())
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		m_ConfigFrame->Close(true);
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	// Only allow one open at a time
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	if (!m_ConfigFrame->IsShown())
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		m_ConfigFrame->ShowModal();
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	else
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		m_ConfigFrame->Hide();
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#endif
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}
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void DllDebugger(HWND _hParent, bool Show) {}
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// Init PAD (start emulation)
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// --------------------------
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void Initialize(void *init)
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{
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	INFO_LOG(PAD, "Initialize: %i\n", SDL_WasInit(0));
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    g_PADInitialize = (SPADInitialize*)init;
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	g_EmulatorRunning = true;
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	#ifdef _WIN32
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		m_hWnd = (HWND)g_PADInitialize->hWnd;
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	#endif
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	#ifdef _DEBUG
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		DEBUG_INIT();
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	#endif
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	// Populate joyinfo for all attached devices
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	Search_Devices(joyinfo, NumPads, NumGoodPads);
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}
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// Shutdown PAD (stop emulation)
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// -----------------------------
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/* Information: This function can not be run twice without an Initialize in between. If
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   it's run twice the SDL_...() functions below will cause a crash.
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   Called from: The Dolphin Core, PADConfigDialognJoy::OnClose() */
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void Shutdown()
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{
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	INFO_LOG(PAD, "Shutdown: %i\n", SDL_WasInit(0));
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	// Always change this variable
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	g_EmulatorRunning = false;
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	// Stop debugging
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	#ifdef _DEBUG
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		DEBUG_QUIT();
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	#endif
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	PAD_RumbleClose();
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	/* Close all devices carefully. We must check that we are not accessing any undefined
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	   vector elements or any bad devices */
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	for (int i = 0; i < 4; i++)
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	{
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		if (joyinfo.size() > (u32)PadMapping[i].ID)
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			if (joyinfo.at(PadMapping[i].ID).Good)
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				if(SDL_JoystickOpened(PadMapping[i].ID))
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				{
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					SDL_JoystickClose(PadState[i].joy);
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					PadState[i].joy = NULL;
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				}
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	}
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	// Clear the physical device info
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	joyinfo.clear();
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	NumPads = 0;
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	NumGoodPads = 0;
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	// Finally close SDL
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	SDL_Quit();
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	// Remove the pointer to the initialize data
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	g_PADInitialize = NULL;
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}
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// Set buttons status from keyboard input. Currently this is done from wxWidgets in the main application.
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// --------------
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void PAD_Input(u16 _Key, u8 _UpDown)
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{
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	// Check that Dolphin is in focus, otherwise don't update the pad status
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	if (!IsFocus()) return;
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	// Check if the keys are interesting, and then update it
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	for(int i = 0; i < 4; i++)
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	{
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		for(int j = InputCommon::CTL_L_SHOULDER; j <= InputCommon::CTL_START; j++)
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		{
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			if (PadMapping[i].buttons[j] == _Key)
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				{ PadState[i].buttons[j] = _UpDown; break; }
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		}
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		for(int j = InputCommon::CTL_D_PAD_UP; j <= InputCommon::CTL_D_PAD_RIGHT; j++)
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		{
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			if (PadMapping[i].dpad2[j] == _Key)
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				{ PadState[i].dpad2[j] = _UpDown; break; }
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		}
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	}
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}
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// Save state
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// --------------
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void DoState(unsigned char **ptr, int mode)
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{
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#ifdef RERECORDING
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	Recording::DoState(ptr, mode);
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#endif
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}
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// Set PAD status
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// --------------
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// Called from: SI_DeviceGCController.cpp
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// Function: Gives the current pad status to the Core
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void PAD_GetStatus(u8 _numPAD, SPADStatus* _pPADStatus)
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{
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	// Check if the pad is avaliable, currently we don't disable pads just because they are
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	// disconnected
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	if (!PadState[_numPAD].joy) return;
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	// Clear pad status
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	memset(_pPADStatus, 0, sizeof(SPADStatus));
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	// Check that Dolphin is in focus, otherwise don't update the pad status
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	if (g_Config.bCheckFocus || IsFocus())
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		GetJoyState(PadState[_numPAD], PadMapping[_numPAD], _numPAD, joyinfo[PadMapping[_numPAD].ID].NumButtons);
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	// Get type
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	int TriggerType = PadMapping[_numPAD].triggertype;
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	int TriggerValue = PadState[_numPAD].halfpress ? 100 : 255;
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	// The analog controls
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	// -----------
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	// Read axis values
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	int i_main_stick_x = PadState[_numPAD].axis[InputCommon::CTL_MAIN_X];
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	int i_main_stick_y = -PadState[_numPAD].axis[InputCommon::CTL_MAIN_Y];
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    int i_sub_stick_x = PadState[_numPAD].axis[InputCommon::CTL_SUB_X];
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	int i_sub_stick_y = -PadState[_numPAD].axis[InputCommon::CTL_SUB_Y];
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	int TriggerLeft = PadState[_numPAD].axis[InputCommon::CTL_L_SHOULDER];
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	int TriggerRight = PadState[_numPAD].axis[InputCommon::CTL_R_SHOULDER];
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	// Check if we should make adjustments
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	if (PadMapping[_numPAD].bSquareToCircle) InputCommon::Square2Circle(i_main_stick_x, i_main_stick_y, _numPAD, PadMapping[_numPAD].SDiagonal);
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	// Radius adjustment
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	if (PadMapping[_numPAD].bRadiusOnOff) InputCommon::RadiusAdjustment(i_main_stick_x, i_main_stick_y, _numPAD, PadMapping[_numPAD].SRadius);
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	// C-stick
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	if (PadMapping[_numPAD].bSquareToCircleC) InputCommon::Square2Circle(i_sub_stick_x, i_sub_stick_y, _numPAD, PadMapping[_numPAD].SDiagonalC);
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	if (PadMapping[_numPAD].bRadiusOnOffC) InputCommon::RadiusAdjustment(i_sub_stick_x, i_sub_stick_y, _numPAD, PadMapping[_numPAD].SRadiusC);
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	// Convert axis values
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	u8 main_stick_x = InputCommon::Pad_Convert(i_main_stick_x);
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	u8 main_stick_y = InputCommon::Pad_Convert(i_main_stick_y);
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    u8 sub_stick_x = InputCommon::Pad_Convert(i_sub_stick_x);
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	u8 sub_stick_y = InputCommon::Pad_Convert(i_sub_stick_y);
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	// Convert the triggers values, if we are using analog triggers at all
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	if (PadMapping[_numPAD].triggertype == InputCommon::CTL_TRIGGER_SDL)
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	{
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		if (PadMapping[_numPAD].buttons[InputCommon::CTL_L_SHOULDER] >= 1000) TriggerLeft = InputCommon::Pad_Convert(TriggerLeft);
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		if (PadMapping[_numPAD].buttons[InputCommon::CTL_R_SHOULDER] >= 1000) TriggerRight = InputCommon::Pad_Convert(TriggerRight);
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	}
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	// Set Deadzone
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	float deadzone = (128.00 * (float)(PadMapping[_numPAD].deadzone + 1.00)) / 100.00;
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	float distance_main = (float)sqrt((float)(main_stick_x * main_stick_x) + (float)(main_stick_y * main_stick_y));
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	float distance_sub = (float)sqrt((float)(sub_stick_x * sub_stick_x) + (float)(sub_stick_y * sub_stick_y));
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	// Send values to Dolpin if they are outside the deadzone
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	if (distance_main > deadzone)
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	{
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		_pPADStatus->stickX = main_stick_x;
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		_pPADStatus->stickY = main_stick_y;
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	}
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	if (distance_sub > deadzone)
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	{
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		_pPADStatus->substickX = sub_stick_x;
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		_pPADStatus->substickY = sub_stick_y;
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	}
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	// The L and R triggers
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	// -----------
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	// Neutral value, no button pressed
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	_pPADStatus->button |= PAD_USE_ORIGIN;	
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	// Check if the digital L button is pressed
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	if (PadState[_numPAD].buttons[InputCommon::CTL_L_SHOULDER])
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	{
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		if (!PadState[_numPAD].halfpress)
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			_pPADStatus->button |= PAD_TRIGGER_L;
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		_pPADStatus->triggerLeft = TriggerValue;
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	}
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	// no the digital L button is not pressed, but the analog left trigger is
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	else if (TriggerLeft > 0)
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		_pPADStatus->triggerLeft = TriggerLeft;
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	// Check if the digital R button is pressed
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	if (PadState[_numPAD].buttons[InputCommon::CTL_R_SHOULDER])
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	{
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		if (!PadState[_numPAD].halfpress)
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			_pPADStatus->button |= PAD_TRIGGER_R;
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		_pPADStatus->triggerRight = TriggerValue;
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	}
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	// no the digital R button is not pressed, but the analog right trigger is
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	else if (TriggerRight > 0)
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		_pPADStatus->triggerRight = TriggerRight;
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	// Update the buttons in analog mode too
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	if (TriggerLeft > 0xf0) _pPADStatus->button |= PAD_TRIGGER_L;
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	if (TriggerRight > 0xf0) _pPADStatus->button |= PAD_TRIGGER_R;
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	// The digital buttons
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	// -----------	
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	if (PadState[_numPAD].buttons[InputCommon::CTL_A_BUTTON])
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	{
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		_pPADStatus->button |= PAD_BUTTON_A;
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		_pPADStatus->analogA = 255;			// Perhaps support pressure?
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	}
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	if (PadState[_numPAD].buttons[InputCommon::CTL_B_BUTTON])
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	{
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		_pPADStatus->button |= PAD_BUTTON_B;
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		_pPADStatus->analogB = 255;			// Perhaps support pressure?
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	}
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	if (PadState[_numPAD].buttons[InputCommon::CTL_X_BUTTON])	_pPADStatus->button|=PAD_BUTTON_X;
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	if (PadState[_numPAD].buttons[InputCommon::CTL_Y_BUTTON])	_pPADStatus->button|=PAD_BUTTON_Y;
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	if (PadState[_numPAD].buttons[InputCommon::CTL_Z_TRIGGER])	_pPADStatus->button|=PAD_TRIGGER_Z;
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	if (PadState[_numPAD].buttons[InputCommon::CTL_START])		_pPADStatus->button|=PAD_BUTTON_START;
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	// The D-pad
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	// -----------		
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	if (PadMapping[_numPAD].controllertype == InputCommon::CTL_DPAD_HAT)
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	{
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		if (PadState[_numPAD].dpad == SDL_HAT_LEFTUP	|| PadState[_numPAD].dpad == SDL_HAT_UP		|| PadState[_numPAD].dpad == SDL_HAT_RIGHTUP )		_pPADStatus->button|=PAD_BUTTON_UP;
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		if (PadState[_numPAD].dpad == SDL_HAT_LEFTUP	|| PadState[_numPAD].dpad == SDL_HAT_LEFT	|| PadState[_numPAD].dpad == SDL_HAT_LEFTDOWN )		_pPADStatus->button|=PAD_BUTTON_LEFT;
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		if (PadState[_numPAD].dpad == SDL_HAT_LEFTDOWN	|| PadState[_numPAD].dpad == SDL_HAT_DOWN	|| PadState[_numPAD].dpad == SDL_HAT_RIGHTDOWN )	_pPADStatus->button|=PAD_BUTTON_DOWN;
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		if (PadState[_numPAD].dpad == SDL_HAT_RIGHTUP	|| PadState[_numPAD].dpad == SDL_HAT_RIGHT	|| PadState[_numPAD].dpad == SDL_HAT_RIGHTDOWN )	_pPADStatus->button|=PAD_BUTTON_RIGHT;
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	}
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	else
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	{
 | 
						|
		if (PadState[_numPAD].dpad2[InputCommon::CTL_D_PAD_UP])
 | 
						|
			_pPADStatus->button |= PAD_BUTTON_UP;
 | 
						|
		if (PadState[_numPAD].dpad2[InputCommon::CTL_D_PAD_DOWN])
 | 
						|
			_pPADStatus->button |= PAD_BUTTON_DOWN;
 | 
						|
		if (PadState[_numPAD].dpad2[InputCommon::CTL_D_PAD_LEFT])
 | 
						|
			_pPADStatus->button |= PAD_BUTTON_LEFT;
 | 
						|
		if (PadState[_numPAD].dpad2[InputCommon::CTL_D_PAD_RIGHT])
 | 
						|
			_pPADStatus->button |= PAD_BUTTON_RIGHT;
 | 
						|
	}
 | 
						|
 | 
						|
	// Update error code
 | 
						|
	_pPADStatus->err = PAD_ERR_NONE;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
///////////////////////////////////////////////// Spec functions
 | 
						|
 | 
						|
 | 
						|
//******************************************************************************
 | 
						|
// Supporting functions
 | 
						|
//******************************************************************************
 | 
						|
 | 
						|
 | 
						|
 | 
						|
// Search for SDL devices
 | 
						|
// ----------------
 | 
						|
bool Search_Devices(std::vector<InputCommon::CONTROLLER_INFO> &_joyinfo, int &_NumPads, int &_NumGoodPads)
 | 
						|
{
 | 
						|
	bool Success = InputCommon::SearchDevices(_joyinfo, _NumPads, _NumGoodPads);
 | 
						|
 | 
						|
	// Warn the user if no gamepads are detected
 | 
						|
	if (_NumGoodPads == 0 && g_EmulatorRunning)
 | 
						|
	{
 | 
						|
		PanicAlert("nJoy: No Gamepad Detected");
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
 | 
						|
	// Load PadMapping[] etc
 | 
						|
	g_Config.Load();
 | 
						|
 | 
						|
	// Update the PadState[].joy handle
 | 
						|
	for (int i = 0; i < 4; i++)
 | 
						|
	{
 | 
						|
		if (joyinfo.size() > (u32)PadMapping[i].ID)
 | 
						|
			if(joyinfo.at(PadMapping[i].ID).Good)
 | 
						|
				PadState[i].joy = SDL_JoystickOpen(PadMapping[i].ID);
 | 
						|
	}
 | 
						|
 | 
						|
	return Success;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
// Check if Dolphin is in focus
 | 
						|
// ----------------
 | 
						|
bool IsFocus()
 | 
						|
{
 | 
						|
return true;
 | 
						|
 | 
						|
#ifdef _WIN32
 | 
						|
	HWND RenderingWindow = NULL; if (g_PADInitialize) RenderingWindow = g_PADInitialize->hWnd;
 | 
						|
	HWND Parent = GetParent(RenderingWindow);
 | 
						|
	HWND TopLevel = GetParent(Parent);
 | 
						|
	HWND Config = NULL; if (m_ConfigFrame) Config = (HWND)m_ConfigFrame->GetHWND();
 | 
						|
	// Support both rendering to main window and not, and the config and eventual console window
 | 
						|
	if (GetForegroundWindow() == TopLevel || GetForegroundWindow() == RenderingWindow || GetForegroundWindow() == Config || GetForegroundWindow() == m_hConsole)
 | 
						|
		return true;
 | 
						|
	else
 | 
						|
		return false;
 | 
						|
#else
 | 
						|
	return true;
 | 
						|
#endif
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
 | 
						|
 
 | 
						|
 |