Initial Cross Platform Work
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60
backends/3ds/source/pd_hid_3ds.cpp
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60
backends/3ds/source/pd_hid_3ds.cpp
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#include <3ds.h>
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#include <pd_hid_3ds.hpp>
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namespace PD {
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Hid3DS::Hid3DS() : Hid("3DS") {
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binds[KEY_A] = A;
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binds[KEY_B] = B;
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binds[KEY_X] = X;
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binds[KEY_Y] = Y;
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binds[KEY_START] = Start;
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binds[KEY_SELECT] = Select;
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binds[KEY_L] = L;
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binds[KEY_R] = R;
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binds[KEY_DUP] = DUp;
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binds[KEY_DDOWN] = DDown;
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binds[KEY_DLEFT] = DLeft;
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binds[KEY_DRIGHT] = DRight;
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binds[KEY_CPAD_UP] = CPUp;
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binds[KEY_CPAD_DOWN] = CPDown;
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binds[KEY_CPAD_LEFT] = CPLeft;
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binds[KEY_CPAD_RIGHT] = CPRight;
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binds[KEY_CSTICK_UP] = CSUp;
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binds[KEY_CSTICK_DOWN] = CSDown;
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binds[KEY_CSTICK_LEFT] = CSLeft;
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binds[KEY_CSTICK_RIGHT] = CSRight;
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binds[KEY_ZL] = ZL;
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binds[KEY_ZR] = ZR;
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binds[KEY_TOUCH] = Touch;
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}
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void Hid3DS::Update() {
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hidScanInput();
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for (int i = 0; i < 2; i++) {
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key_events[i][Event_Down] = 0;
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key_events[i][Event_Held] = 0;
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key_events[i][Event_Up] = 0;
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}
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u32 kd = hidKeysDown();
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u32 kh = hidKeysHeld();
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u32 ku = hidKeysUp();
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for (auto &b : binds) {
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if (b.first & kd) {
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key_events[0][Event_Down] |= b.second;
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}
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if (b.first & kh) {
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key_events[0][Event_Held] |= b.second;
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}
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if (b.first & ku) {
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key_events[0][Event_Up] |= b.second;
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}
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}
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if (locked) {
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SwappyTable();
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}
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touchPosition t;
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hidTouchRead(&t);
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touch[1] = touch[0]; // Cycle touch pos
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touch[0] = fvec2(t.px, t.py);
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}
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} // namespace PD
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