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@@ -2741,7 +2741,7 @@ bool SDL_GamepadHasAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis)
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CHECK_GAMEPAD_MAGIC(gamepad, false);
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for (i = 0; i < gamepad->num_bindings; ++i) {
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- SDL_GamepadBinding *binding = &gamepad->bindings[i];
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+ const SDL_GamepadBinding *binding = &gamepad->bindings[i];
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if (binding->output_type == SDL_GAMEPAD_BINDTYPE_AXIS && binding->output.axis.axis == axis) {
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result = true;
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break;
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@@ -2767,7 +2767,7 @@ Sint16 SDL_GetGamepadAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis)
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CHECK_GAMEPAD_MAGIC(gamepad, 0);
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for (i = 0; i < gamepad->num_bindings; ++i) {
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- SDL_GamepadBinding *binding = &gamepad->bindings[i];
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+ const SDL_GamepadBinding *binding = &gamepad->bindings[i];
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if (binding->output_type == SDL_GAMEPAD_BINDTYPE_AXIS && binding->output.axis.axis == axis) {
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int value = 0;
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bool valid_input_range;
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@@ -2831,7 +2831,7 @@ bool SDL_GamepadHasButton(SDL_Gamepad *gamepad, SDL_GamepadButton button)
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CHECK_GAMEPAD_MAGIC(gamepad, false);
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for (i = 0; i < gamepad->num_bindings; ++i) {
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- SDL_GamepadBinding *binding = &gamepad->bindings[i];
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+ const SDL_GamepadBinding *binding = &gamepad->bindings[i];
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if (binding->output_type == SDL_GAMEPAD_BINDTYPE_BUTTON && binding->output.button == button) {
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result = true;
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break;
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@@ -2857,7 +2857,7 @@ bool SDL_GetGamepadButton(SDL_Gamepad *gamepad, SDL_GamepadButton button)
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CHECK_GAMEPAD_MAGIC(gamepad, false);
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for (i = 0; i < gamepad->num_bindings; ++i) {
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- SDL_GamepadBinding *binding = &gamepad->bindings[i];
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+ const SDL_GamepadBinding *binding = &gamepad->bindings[i];
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if (binding->output_type == SDL_GAMEPAD_BINDTYPE_BUTTON && binding->output.button == button) {
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if (binding->input_type == SDL_GAMEPAD_BINDTYPE_AXIS) {
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bool valid_input_range;
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@@ -2867,23 +2867,19 @@ bool SDL_GetGamepadButton(SDL_Gamepad *gamepad, SDL_GamepadButton button)
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if (binding->input.axis.axis_min < binding->input.axis.axis_max) {
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valid_input_range = (value >= binding->input.axis.axis_min && value <= binding->input.axis.axis_max);
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if (valid_input_range) {
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- result = (value >= threshold);
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- break;
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+ result |= (value >= threshold);
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}
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} else {
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valid_input_range = (value >= binding->input.axis.axis_max && value <= binding->input.axis.axis_min);
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if (valid_input_range) {
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- result = (value <= threshold);
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- break;
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+ result |= (value <= threshold);
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}
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}
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} else if (binding->input_type == SDL_GAMEPAD_BINDTYPE_BUTTON) {
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- result = SDL_GetJoystickButton(gamepad->joystick, binding->input.button);
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- break;
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+ result |= SDL_GetJoystickButton(gamepad->joystick, binding->input.button);
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} else if (binding->input_type == SDL_GAMEPAD_BINDTYPE_HAT) {
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int hat_mask = SDL_GetJoystickHat(gamepad->joystick, binding->input.hat.hat);
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- result = ((hat_mask & binding->input.hat.hat_mask) != 0);
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- break;
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+ result |= ((hat_mask & binding->input.hat.hat_mask) != 0);
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}
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}
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}
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