RGBA textures
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@@ -173,27 +173,58 @@ inputbuttondata_t INPUT_BUTTON_DATA[] = {
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#endif
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#elif DOLPHIN
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#if INPUT_GAMEPAD == 1
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{ .name = "a", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_A } },
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{ .name = "b", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_B } },
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{ .name = "x", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_X } },
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{ .name = "y", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_Y } },
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{ .name = "start", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_START } },
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{ .name = "dpad_up", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_UP } },
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{ .name = "dpad_down", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_DOWN } },
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{ .name = "dpad_left", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_LEFT } },
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{ .name = "dpad_right", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_RIGHT } },
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{ .name = "l", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_TRIGGER_L } },
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{ .name = "r", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_TRIGGER_R } },
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{ .name = "z", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_TRIGGER_Z } },
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{ .name = "lstick_positive_x", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_LEFT_X, .positive = true } } },
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{ .name = "lstick_negative_x", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_LEFT_X, .positive = false } } },
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{ .name = "lstick_positive_y", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_LEFT_Y, .positive = true } } },
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{ .name = "lstick_negative_y", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_LEFT_Y, .positive = false } } },
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{ .name = "cstick_positive_x", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_C_X, .positive = true } } },
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{ .name = "cstick_negative_x", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_C_X, .positive = false } } },
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{ .name = "cstick_positive_y", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_C_Y, .positive = true } } },
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{ .name = "cstick_negative_y", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_C_Y, .positive = false } } },
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#if WII
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#if INPUT_GAMEPAD == 1
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{ .name = "a", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_A } },
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{ .name = "b", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_B } },
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{ .name = "x", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_X } },
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{ .name = "y", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_Y } },
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{ .name = "start", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_START } },
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{ .name = "dpad_up", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_UP } },
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{ .name = "dpad_down", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_DOWN } },
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{ .name = "dpad_left", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_LEFT } },
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{ .name = "dpad_right", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_RIGHT } },
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{ .name = "l", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_TRIGGER_L } },
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{ .name = "r", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_TRIGGER_R } },
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{ .name = "z", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_TRIGGER_Z } },
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{ .name = "menu", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_MENU } },
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{ .name = "lstick_positive_x", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_LEFT_X, .positive = true } } },
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{ .name = "lstick_negative_x", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_LEFT_X, .positive = false } } },
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{ .name = "lstick_positive_y", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_LEFT_Y, .positive = true } } },
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{ .name = "lstick_negative_y", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_LEFT_Y, .positive = false } } },
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{ .name = "cstick_positive_x", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_C_X, .positive = true } } },
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{ .name = "cstick_negative_x", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_C_X, .positive = false } } },
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{ .name = "cstick_positive_y", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_C_Y, .positive = true } } },
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{ .name = "cstick_negative_y", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_C_Y, .positive = false } } },
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{ .name = "ltrigger", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_TRIGGER_LEFT, .positive = true } } },
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{ .name = "rtrigger", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_TRIGGER_RIGHT, .positive = true } } },
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#endif
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#elif GAMECUBE
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#if INPUT_GAMEPAD == 1
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{ .name = "a", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_A } },
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{ .name = "b", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_B } },
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{ .name = "x", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_X } },
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{ .name = "y", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_Y } },
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{ .name = "start", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_START } },
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{ .name = "dpad_up", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_UP } },
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{ .name = "dpad_down", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_DOWN } },
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{ .name = "dpad_left", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_LEFT } },
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{ .name = "dpad_right", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_RIGHT } },
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{ .name = "l", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_TRIGGER_L } },
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{ .name = "r", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_TRIGGER_R } },
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{ .name = "z", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_TRIGGER_Z } },
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{ .name = "menu", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_MENU } },
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{ .name = "lstick_positive_x", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_LEFT_X, .positive = true } } },
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{ .name = "lstick_negative_x", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_LEFT_X, .positive = false } } },
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{ .name = "lstick_positive_y", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_LEFT_Y, .positive = true } } },
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{ .name = "lstick_negative_y", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_LEFT_Y, .positive = false } } },
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{ .name = "cstick_positive_x", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_C_X, .positive = true } } },
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{ .name = "cstick_negative_x", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_C_X, .positive = false } } },
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{ .name = "cstick_positive_y", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_C_Y, .positive = true } } },
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{ .name = "cstick_negative_y", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_C_Y, .positive = false } } },
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{ .name = "ltrigger", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_TRIGGER_LEFT, .positive = true } } },
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{ .name = "rtrigger", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_TRIGGER_RIGHT, .positive = true } } },
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#endif
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#endif
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#endif
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@@ -232,21 +263,28 @@ float_t inputButtonGetValue(const inputbutton_t button) {
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if(SDL_GameControllerGetButton(INPUT.controller, button.gpButton)) {
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return 1.0f;
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}
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#elif DOLPHIN
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if(INPUT.padState[0] & button.gpButton) return 1.0f;
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#endif
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return 0.0f;
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}
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case INPUT_BUTTON_TYPE_GAMEPAD_AXIS: {
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float_t value = 0.0f;
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#if INPUT_SDL2 == 1
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Sint16 axis = SDL_GameControllerGetAxis(INPUT.controller, button.gpAxis.axis);
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if(!button.gpAxis.positive) axis = -axis;
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float_t value = (float_t)axis / 32767.0f;
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// Deadzone
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if(value < INPUT.deadzone) return 0.0f;
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return value;
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value = (float_t)axis / 32767.0f;
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#elif DOLPHIN
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value = INPUT.pads[0][button.gpAxis.axis];
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#endif
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if(!button.gpAxis.positive) value = -value;
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if(value >= INPUT.deadzone) return value;
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return 0.0f;
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}
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#endif
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