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@ -49,7 +49,7 @@ namespace Ryujinx.Input.SDL3
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{ GamepadButtonInputId.SingleLeftTrigger1, SDL_GamepadButton.SDL_GAMEPAD_BUTTON_LEFT_SHOULDER }
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};
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private static SDL_GamepadButton[] _buttonsDriverMapping;
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private readonly SDL_GamepadButton[] _buttonsDriverMapping;
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private readonly Lock _userMappingLock = new();
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private readonly List<ButtonMappingEntry> _buttonsUserMapping;
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@ -91,6 +91,7 @@ namespace Ryujinx.Input.SDL3
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}
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_gamepadType = SDL_GetGamepadType(_gamepadHandle);
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_buttonsDriverMapping = _gamepadType switch
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{
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SDL_GamepadType.SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT => ToSDLButtonMapping(
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@ -102,11 +103,11 @@ namespace Ryujinx.Input.SDL3
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}
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private static SDL_GamepadButton[] ToSDLButtonMapping(
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Dictionary<GamepadButtonInputId, SDL_GamepadButton> buttonsDriverMapping)
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Dictionary<GamepadButtonInputId, SDL_GamepadButton> buttonsDriverDict)
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{
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return Enumerable.Range(0, (int)GamepadButtonInputId.Count)
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.Select(i =>
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buttonsDriverMapping.GetValueOrDefault((GamepadButtonInputId)i,
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buttonsDriverDict.GetValueOrDefault((GamepadButtonInputId)i,
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SDL_GamepadButton.SDL_GAMEPAD_BUTTON_INVALID))
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.ToArray();
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}
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@ -403,6 +404,11 @@ namespace Ryujinx.Input.SDL3
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{
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return false;
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}
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if (SDL_GetGamepadButton(_gamepadHandle, button))
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{
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Console.WriteLine(_gamepadType+": " + button+" => "+inputId);
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}
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return SDL_GetGamepadButton(_gamepadHandle, button);
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}
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