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- compact PsyX controls mapping structures
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@ -4,30 +4,18 @@
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#define CONTROLLER_MAP_FLAG_AXIS 0x4000
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#define CONTROLLER_MAP_FLAG_INVERSE 0x8000
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typedef struct
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typedef struct
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{
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int id;
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int kc_square;
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int kc_circle;
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int kc_triangle;
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int kc_cross;
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int kc_square, kc_circle, kc_triangle, kc_cross;
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int kc_l1;
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int kc_l2;
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int kc_l3;
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int kc_l1, kc_l2, kc_l3;
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int kc_r1, kc_r2, kc_r3;
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int kc_r1;
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int kc_r2;
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int kc_r3;
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int kc_start, kc_select;
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int kc_start;
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int kc_select;
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int kc_dpad_left;
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int kc_dpad_right;
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int kc_dpad_up;
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int kc_dpad_down;
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int kc_dpad_left, kc_dpad_right, kc_dpad_up, kc_dpad_down;
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} PsyXKeyboardMapping;
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typedef struct
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@ -35,32 +23,17 @@ typedef struct
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int id;
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// you can bind axis by adding CONTROLLER_MAP_AXIS_FLAG
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int gc_square;
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int gc_circle;
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int gc_triangle;
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int gc_cross;
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int gc_square, gc_circle, gc_triangle, gc_cross;
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int gc_l1;
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int gc_l2;
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int gc_l3;
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int gc_l1, gc_l2, gc_l3;
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int gc_r1, gc_r2, gc_r3;
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int gc_r1;
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int gc_r2;
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int gc_r3;
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int gc_start, gc_select;
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int gc_start;
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int gc_select;
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int gc_dpad_left, gc_dpad_right, gc_dpad_up, gc_dpad_down;
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int gc_dpad_left;
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int gc_dpad_right;
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int gc_dpad_up;
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int gc_dpad_down;
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int gc_axis_left_x;
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int gc_axis_left_y;
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int gc_axis_right_x;
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int gc_axis_right_y;
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int gc_axis_left_x, gc_axis_left_y;
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int gc_axis_right_x, gc_axis_right_y;
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} PsyXControllerMapping;
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typedef void(*GameDebugKeysHandlerFunc)(int nKey, char down);
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