Update render, spritebatch and input stuffs.
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@@ -184,6 +184,52 @@ inputbuttondata_t INPUT_BUTTON_DATA[] = {
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{ .name = NULL },
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};
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errorret_t inputInitLinux(void) {
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#define X(buttonName, buttonAction) \
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inputBind(inputButtonGetByName(buttonName), buttonAction);
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#ifdef DUSK_INPUT_KEYBOARD
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X("w", INPUT_ACTION_UP);
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X("s", INPUT_ACTION_DOWN);
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X("a", INPUT_ACTION_LEFT);
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X("d", INPUT_ACTION_RIGHT);
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X("left", INPUT_ACTION_LEFT);
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X("right", INPUT_ACTION_RIGHT);
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X("up", INPUT_ACTION_UP);
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X("down", INPUT_ACTION_DOWN);
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X("enter", INPUT_ACTION_ACCEPT);
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X("e", INPUT_ACTION_ACCEPT);
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X("space", INPUT_ACTION_ACCEPT);
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X("tab", INPUT_ACTION_CANCEL);
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X("q", INPUT_ACTION_CANCEL);
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X("escape", INPUT_ACTION_RAGEQUIT);
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X("`", INPUT_ACTION_CONSOLE);
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#endif
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#ifdef DUSK_INPUT_GAMEPAD
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X("gamepad_up", INPUT_ACTION_UP);
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X("gamepad_down", INPUT_ACTION_DOWN);
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X("gamepad_left", INPUT_ACTION_LEFT);
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X("gamepad_right", INPUT_ACTION_RIGHT);
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X("gamepad_a", INPUT_ACTION_ACCEPT);
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X("gamepad_b", INPUT_ACTION_CANCEL);
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X("gamepad_back", INPUT_ACTION_RAGEQUIT);
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X("gamepad_lstick_up", INPUT_ACTION_UP);
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X("gamepad_lstick_down", INPUT_ACTION_DOWN);
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X("gamepad_lstick_left", INPUT_ACTION_LEFT);
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X("gamepad_lstick_right", INPUT_ACTION_RIGHT);
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#endif
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#ifdef DUSK_INPUT_POINTER
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X("mouse_x", INPUT_ACTION_POINTERX);
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X("mouse_y", INPUT_ACTION_POINTERY);
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#endif
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#undef X
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errorOk();
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}
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float_t inputGetDeadzoneSDL2(const inputbutton_t button) {
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return 0.17f;
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}
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