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					@ -20,6 +20,8 @@ SDLInterface::SDLInterface() = default;
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					SDLInterface::~SDLInterface()
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					SDLInterface::~SDLInterface()
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					{
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					{
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					  CloseGameControllers();
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					  if (m_gl_context)
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					  if (m_gl_context)
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					  {
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					  {
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					    if (m_display_vao != 0)
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					    if (m_display_vao != 0)
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					@ -200,7 +202,7 @@ void SDLInterface::UpdateAudioVisualSync()
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					  Log_InfoPrintf("Syncing to %s%s", audio_sync_enabled ? "audio" : "",
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					  Log_InfoPrintf("Syncing to %s%s", audio_sync_enabled ? "audio" : "",
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					                 (speed_limiter_enabled && vsync_enabled) ? " and video" : "");
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					                 (speed_limiter_enabled && vsync_enabled) ? " and video" : "");
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					  m_audio_stream->SetSync(audio_sync_enabled);
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					  m_audio_stream->SetSync(false);
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					  // Window framebuffer has to be bound to call SetSwapInterval.
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					  // Window framebuffer has to be bound to call SetSwapInterval.
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					  GLint current_fbo = 0;
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					  GLint current_fbo = 0;
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					@ -210,6 +212,30 @@ void SDLInterface::UpdateAudioVisualSync()
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					  glBindFramebuffer(GL_DRAW_FRAMEBUFFER, current_fbo);
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					  glBindFramebuffer(GL_DRAW_FRAMEBUFFER, current_fbo);
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					}
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					}
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					void SDLInterface::OpenGameControllers()
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					{
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					  for (int i = 0; i < SDL_NumJoysticks(); i++)
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					  {
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					    SDL_GameController* gcontroller = SDL_GameControllerOpen(i);
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					    if (gcontroller)
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					    {
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					      Log_InfoPrintf("Opened controller %d: %s", i, SDL_GameControllerName(gcontroller));
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					      m_sdl_controllers.emplace(i, gcontroller);
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					    }
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					    else
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					    {
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					      Log_WarningPrintf("Failed to open controller %d", i);
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					    }
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					  }
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					}
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					void SDLInterface::CloseGameControllers()
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					{
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					  for (auto& it : m_sdl_controllers)
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					    SDL_GameControllerClose(it.second);
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					  m_sdl_controllers.clear();
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					}
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					bool SDLInterface::InitializeSystem(const char* filename, const char* exp1_filename)
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					bool SDLInterface::InitializeSystem(const char* filename, const char* exp1_filename)
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					{
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					{
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					  if (!HostInterface::InitializeSystem(filename, exp1_filename))
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					  if (!HostInterface::InitializeSystem(filename, exp1_filename))
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					@ -243,6 +269,8 @@ std::unique_ptr<SDLInterface> SDLInterface::Create(const char* filename /* = nul
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					    return nullptr;
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					    return nullptr;
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					  }
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					  }
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					  intf->OpenGameControllers();
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					  const bool boot = (filename != nullptr || exp1_filename != nullptr || save_state_filename != nullptr);
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					  const bool boot = (filename != nullptr || exp1_filename != nullptr || save_state_filename != nullptr);
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					  if (boot)
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					  if (boot)
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					  {
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					  {
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					@ -288,95 +316,218 @@ static inline u32 SDLButtonToHostButton(u32 button)
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					  }
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					  }
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					}
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					}
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					bool SDLInterface::HandleSDLEvent(const SDL_Event* event)
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					static bool HandleSDLKeyEventForController(const SDL_Event* event, DigitalController* controller)
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					{
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					  if (PassEventToImGui(event))
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					    return true;
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					  switch (event->type)
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					  {
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					    case SDL_WINDOWEVENT:
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					    {
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					      if (event->window.event == SDL_WINDOWEVENT_RESIZED)
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					      {
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					        m_window_width = event->window.data1;
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					        m_window_height = event->window.data2;
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					      }
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					    }
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					    break;
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					    case SDL_KEYDOWN:
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					    case SDL_KEYUP:
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					        return HandleSDLKeyEvent(event);
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					    case SDL_QUIT:
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					      m_running = false;
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					      break;
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					  }
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					  return false;
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					}
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					bool SDLInterface::HandleSDLKeyEvent(const SDL_Event* event)
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					{
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					{
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					  const bool pressed = (event->type == SDL_KEYDOWN);
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					  const bool pressed = (event->type == SDL_KEYDOWN);
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					  switch (event->key.keysym.scancode)
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					  switch (event->key.keysym.scancode)
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					  {
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					  {
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					    case SDL_SCANCODE_KP_8:
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					    case SDL_SCANCODE_KP_8:
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					    case SDL_SCANCODE_I:
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					    case SDL_SCANCODE_I:
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					      m_controller->SetButtonState(DigitalController::Button::Triangle, pressed);
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					      controller->SetButtonState(DigitalController::Button::Triangle, pressed);
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					      return true;
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					      return true;
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					    case SDL_SCANCODE_KP_2:
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					    case SDL_SCANCODE_KP_2:
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					    case SDL_SCANCODE_K:
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					    case SDL_SCANCODE_K:
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					      m_controller->SetButtonState(DigitalController::Button::Cross, pressed);
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					      controller->SetButtonState(DigitalController::Button::Cross, pressed);
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					      return true;
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					      return true;
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					    case SDL_SCANCODE_KP_4:
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					    case SDL_SCANCODE_KP_4:
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					    case SDL_SCANCODE_J:
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					    case SDL_SCANCODE_J:
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					      m_controller->SetButtonState(DigitalController::Button::Square, pressed);
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					      controller->SetButtonState(DigitalController::Button::Square, pressed);
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					      return true;
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					      return true;
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					    case SDL_SCANCODE_KP_6:
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					    case SDL_SCANCODE_KP_6:
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					    case SDL_SCANCODE_L:
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					    case SDL_SCANCODE_L:
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					      m_controller->SetButtonState(DigitalController::Button::Circle, pressed);
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					      controller->SetButtonState(DigitalController::Button::Circle, pressed);
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					      return true;
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					      return true;
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					    case SDL_SCANCODE_W:
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					    case SDL_SCANCODE_W:
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					    case SDL_SCANCODE_UP:
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					    case SDL_SCANCODE_UP:
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					      m_controller->SetButtonState(DigitalController::Button::Up, pressed);
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					      controller->SetButtonState(DigitalController::Button::Up, pressed);
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					      return true;
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					      return true;
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					    case SDL_SCANCODE_S:
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					    case SDL_SCANCODE_S:
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					    case SDL_SCANCODE_DOWN:
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					    case SDL_SCANCODE_DOWN:
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					      m_controller->SetButtonState(DigitalController::Button::Down, pressed);
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					      controller->SetButtonState(DigitalController::Button::Down, pressed);
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					      return true;
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					      return true;
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					    case SDL_SCANCODE_A:
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					    case SDL_SCANCODE_A:
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					    case SDL_SCANCODE_LEFT:
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					    case SDL_SCANCODE_LEFT:
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					      m_controller->SetButtonState(DigitalController::Button::Left, pressed);
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					      controller->SetButtonState(DigitalController::Button::Left, pressed);
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					      return true;
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					      return true;
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					    case SDL_SCANCODE_D:
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					    case SDL_SCANCODE_D:
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					    case SDL_SCANCODE_RIGHT:
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					    case SDL_SCANCODE_RIGHT:
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					      m_controller->SetButtonState(DigitalController::Button::Right, pressed);
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					      controller->SetButtonState(DigitalController::Button::Right, pressed);
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					      return true;
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					      return true;
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					    case SDL_SCANCODE_Q:
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					    case SDL_SCANCODE_Q:
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					      m_controller->SetButtonState(DigitalController::Button::L1, pressed);
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					      controller->SetButtonState(DigitalController::Button::L1, pressed);
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					      return true;
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					      return true;
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					    case SDL_SCANCODE_E:
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					    case SDL_SCANCODE_E:
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					      m_controller->SetButtonState(DigitalController::Button::R1, pressed);
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					      controller->SetButtonState(DigitalController::Button::R1, pressed);
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					      return true;
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					      return true;
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					    case SDL_SCANCODE_1:
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					    case SDL_SCANCODE_1:
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					      m_controller->SetButtonState(DigitalController::Button::L2, pressed);
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					      controller->SetButtonState(DigitalController::Button::L2, pressed);
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					      return true;
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					      return true;
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					 | 
					    case SDL_SCANCODE_3:
 | 
					 | 
					 | 
					 | 
					    case SDL_SCANCODE_3:
 | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					      m_controller->SetButtonState(DigitalController::Button::R2, pressed);
 | 
					 | 
					 | 
					 | 
					      controller->SetButtonState(DigitalController::Button::R2, pressed);
 | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					 | 
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					 | 
					      return true;
 | 
					 | 
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					 | 
					      return true;
 | 
				
			
			
		
	
		
		
			
				
					
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 | 
				
			
			
		
	
		
		
			
				
					
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					    case SDL_SCANCODE_RETURN:
 | 
					 | 
					 | 
					 | 
					    case SDL_SCANCODE_RETURN:
 | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					      m_controller->SetButtonState(DigitalController::Button::Start, pressed);
 | 
					 | 
					 | 
					 | 
					      controller->SetButtonState(DigitalController::Button::Start, pressed);
 | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					 | 
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					 | 
					      return true;
 | 
					 | 
					 | 
					 | 
					      return true;
 | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					    case SDL_SCANCODE_BACKSPACE:
 | 
					 | 
					 | 
					 | 
					    case SDL_SCANCODE_BACKSPACE:
 | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					      m_controller->SetButtonState(DigitalController::Button::Select, pressed);
 | 
					 | 
					 | 
					 | 
					      controller->SetButtonState(DigitalController::Button::Select, pressed);
 | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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					      return true;
 | 
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					      return true;
 | 
				
			
			
		
	
		
		
			
				
					
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					    default:
 | 
				
			
			
		
	
		
		
			
				
					
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					      break;
 | 
				
			
			
		
	
		
		
			
				
					
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					  }
 | 
				
			
			
		
	
		
		
			
				
					
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					  return false;
 | 
				
			
			
		
	
		
		
			
				
					
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					}
 | 
				
			
			
		
	
		
		
			
				
					
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 | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					static void HandleSDLControllerAxisEventForController(const SDL_Event* ev, DigitalController* controller)
 | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					 | 
					{
 | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					  // Log_DevPrintf("axis %d %d", ev->caxis.axis, ev->caxis.value);
 | 
				
			
			
		
	
		
		
			
				
					
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 | 
				
			
			
		
	
		
		
			
				
					
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					  static constexpr int deadzone = 5000;
 | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					  const bool negative = (ev->caxis.value < 0);
 | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					  const bool active = (std::abs(ev->caxis.value) >= deadzone);
 | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
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					  if (ev->caxis.axis == SDL_CONTROLLER_AXIS_TRIGGERLEFT)
 | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					 | 
					 | 
					  {
 | 
				
			
			
		
	
		
		
			
				
					
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					 | 
					    controller->SetButtonState(DigitalController::Button::L2, active);
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
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					 | 
					 | 
					 | 
					 | 
					  }
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					  else if (ev->caxis.axis == SDL_CONTROLLER_AXIS_TRIGGERRIGHT)
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					  {
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
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					 | 
					 | 
					 | 
					 | 
					    controller->SetButtonState(DigitalController::Button::R2, active);
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					 | 
					 | 
					 | 
					  }
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					  else
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					  {
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					    DigitalController::Button negative_button, positive_button;
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					 | 
					 | 
					 | 
					 | 
					    if (ev->caxis.axis & 1)
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    {
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
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					 | 
					 | 
					 | 
					 | 
					      negative_button = DigitalController::Button::Up;
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      positive_button = DigitalController::Button::Down;
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					 | 
					 | 
					 | 
					 | 
					    }
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    else
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
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					 | 
					 | 
					 | 
					 | 
					    {
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      negative_button = DigitalController::Button::Left;
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      positive_button = DigitalController::Button::Right;
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    }
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
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					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					 | 
					    controller->SetButtonState(negative_button, negative && active);
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    controller->SetButtonState(positive_button, !negative && active);
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					 | 
					 | 
					 | 
					 | 
					  }
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					}
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
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					 | 
					 | 
					 | 
					 | 
					static void HandleSDLControllerButtonEventForController(const SDL_Event* ev, DigitalController* controller)
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					{
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					  // Log_DevPrintf("button %d %s", ev->cbutton.button, ev->cbutton.state == SDL_PRESSED ? "pressed" : "released");
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					 | 
					 | 
					  // For xbox one controller..
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					 | 
					 | 
					  static constexpr std::pair<SDL_GameControllerButton, DigitalController::Button> button_mapping[] = {
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    {SDL_CONTROLLER_BUTTON_A, DigitalController::Button::Cross},
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
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					 | 
					 | 
					 | 
					 | 
					    {SDL_CONTROLLER_BUTTON_B, DigitalController::Button::Circle},
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    {SDL_CONTROLLER_BUTTON_X, DigitalController::Button::Square},
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    {SDL_CONTROLLER_BUTTON_Y, DigitalController::Button::Triangle},
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    {SDL_CONTROLLER_BUTTON_BACK, DigitalController::Button::Select},
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    {SDL_CONTROLLER_BUTTON_START, DigitalController::Button::Start},
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    {SDL_CONTROLLER_BUTTON_GUIDE, DigitalController::Button::Start},
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    {SDL_CONTROLLER_BUTTON_LEFTSTICK, DigitalController::Button::L3},
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    {SDL_CONTROLLER_BUTTON_RIGHTSTICK, DigitalController::Button::R3},
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    {SDL_CONTROLLER_BUTTON_LEFTSHOULDER, DigitalController::Button::L1},
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    {SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, DigitalController::Button::R1},
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    {SDL_CONTROLLER_BUTTON_DPAD_UP, DigitalController::Button::Up},
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    {SDL_CONTROLLER_BUTTON_DPAD_DOWN, DigitalController::Button::Down},
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    {SDL_CONTROLLER_BUTTON_DPAD_LEFT, DigitalController::Button::Left},
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    {SDL_CONTROLLER_BUTTON_DPAD_RIGHT, DigitalController::Button::Right}};
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					  for (const auto& bm : button_mapping)
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					  {
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    if (bm.first == ev->cbutton.button)
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    {
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      controller->SetButtonState(bm.second, ev->cbutton.state == SDL_PRESSED);
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      break;
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
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					 | 
					 | 
					 | 
					 | 
					    }
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					 | 
					 | 
					 | 
					  }
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					}
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
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					 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					void SDLInterface::HandleSDLEvent(const SDL_Event* event)
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					{
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					  if (PassEventToImGui(event))
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    return;
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					  switch (event->type)
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					  {
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    case SDL_WINDOWEVENT:
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    {
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      if (event->window.event == SDL_WINDOWEVENT_RESIZED)
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      {
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					        m_window_width = event->window.data1;
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					        m_window_height = event->window.data2;
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      }
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    }
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    break;
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
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					 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    case SDL_QUIT:
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      m_running = false;
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      break;
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    case SDL_KEYDOWN:
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    case SDL_KEYUP:
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      HandleSDLKeyEvent(event);
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      break;
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    case SDL_CONTROLLERDEVICEADDED:
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    {
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      auto iter = m_sdl_controllers.find(event->cdevice.which);
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      if (iter == m_sdl_controllers.end())
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      {
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					        SDL_GameController* gcontroller = SDL_GameControllerOpen(event->cdevice.which);
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					        if (gcontroller)
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					        {
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					          Log_InfoPrintf("Controller %s inserted", SDL_GameControllerName(gcontroller));
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					          m_sdl_controllers.emplace(event->cdevice.which, gcontroller);
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					        }
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      }
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    }
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    break;
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    case SDL_CONTROLLERDEVICEREMOVED:
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    {
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      auto iter = m_sdl_controllers.find(event->cdevice.which);
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      if (iter != m_sdl_controllers.end())
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      {
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					        Log_InfoPrintf("Controller %s removed", SDL_GameControllerName(iter->second));
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					        SDL_GameControllerClose(iter->second);
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					        m_sdl_controllers.erase(iter);
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      }
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    }
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    break;
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    case SDL_CONTROLLERAXISMOTION:
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    {
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      if (m_controller)
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					        HandleSDLControllerAxisEventForController(event, m_controller.get());
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    }
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    break;
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    case SDL_CONTROLLERBUTTONDOWN:
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    case SDL_CONTROLLERBUTTONUP:
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    {
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					      if (m_controller)
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					        HandleSDLControllerButtonEventForController(event, m_controller.get());
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					 | 
					    }
 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
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					    break;
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					  }
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					}
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					void SDLInterface::HandleSDLKeyEvent(const SDL_Event* event)
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					{
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					  if (m_controller && HandleSDLKeyEventForController(event, m_controller.get()))
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					    return;
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					  const bool pressed = (event->type == SDL_KEYDOWN);
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					  switch (event->key.keysym.scancode)
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					  {
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					    case SDL_SCANCODE_F1:
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					    case SDL_SCANCODE_F1:
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					    case SDL_SCANCODE_F2:
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					    case SDL_SCANCODE_F2:
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					    case SDL_SCANCODE_F3:
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					    case SDL_SCANCODE_F3:
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					| 
						
							
								
							
						
						
							
								
							
						
						
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					@ -403,12 +554,7 @@ bool SDLInterface::HandleSDLKeyEvent(const SDL_Event* event)
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					      UpdateAudioVisualSync();
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					      UpdateAudioVisualSync();
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					    }
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					    }
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					    break;
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					    break;
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					    default:
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					      break;
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					  }
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					  }
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					  return false;
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					}
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					}
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					bool SDLInterface::PassEventToImGui(const SDL_Event* event)
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					bool SDLInterface::PassEventToImGui(const SDL_Event* event)
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					| 
						
							
								
							
						
						
						
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