mirror of https://github.com/libsdl-org/SDL
minor watcom build fixes.
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@ -346,7 +346,11 @@ loop(void *arg)
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if (SDL_GameControllerGetButton(gamecontroller, (SDL_GameControllerButton)i) == SDL_PRESSED) {
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SDL_bool on_front = (i < SDL_CONTROLLER_BUTTON_PADDLE1 || i > SDL_CONTROLLER_BUTTON_PADDLE4);
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if (on_front == showing_front) {
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const SDL_Rect dst = { button_positions[i].x, button_positions[i].y, 50, 50 };
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SDL_Rect dst;
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dst.x = button_positions[i].x;
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dst.y = button_positions[i].y;
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dst.w = 50;
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dst.h = 50;
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SDL_RenderCopyEx(screen, button, NULL, &dst, 0, NULL, SDL_FLIP_NONE);
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}
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}
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@ -357,12 +361,20 @@ loop(void *arg)
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const Sint16 deadzone = 8000; /* !!! FIXME: real deadzone */
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const Sint16 value = SDL_GameControllerGetAxis(gamecontroller, (SDL_GameControllerAxis)(i));
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if (value < -deadzone) {
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const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 };
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const double angle = axis_positions[i].angle;
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SDL_Rect dst;
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dst.x = axis_positions[i].x;
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dst.y = axis_positions[i].y;
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dst.w = 50;
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dst.h = 50;
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SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
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} else if (value > deadzone) {
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const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 };
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const double angle = axis_positions[i].angle + 180.0;
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SDL_Rect dst;
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dst.x = axis_positions[i].x;
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dst.y = axis_positions[i].y;
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dst.w = 50;
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dst.h = 50;
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SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
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}
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}
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@ -92,7 +92,11 @@ PrintJoystick(SDL_Joystick *joystick)
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static void
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DrawRect(SDL_Renderer *r, const int x, const int y, const int w, const int h)
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{
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const SDL_Rect area = { x, y, w, h };
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SDL_Rect area;
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area.x = x;
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area.y = y;
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area.w = w;
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area.h = h;
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SDL_RenderFillRect(r, &area);
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}
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