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Merged SDL2 changes from bartbes/love-experiments/SDL2 into default.
- Added love.system module, including clipboard functions. - Added custom hardware cursors (love.mouse.newCursor, love.mouse.setCursor.) - Revamped love.joystick: -- added Joystick objects and moved love.joystick functions which operated on individual joysticks to methods on the Joystick objects. -- Added love.joystick.getJoystick and love.joystick.getJoystickCount. -- Added events for when joysticks are connected and disconnected. -- Added 'Gamepad' methods to Joystick objects: Joystick:isGamepad, Joystick:getGamepadAxis, and Joystick:isGamepadDown. They're a common abstraction for xbox controller-like joystick across operating systems. - Added monitor choosing support and "fullscreen desktop" mode to love.window. - Moved unicode text input events to their own callback function (love.textinput), removed the key repeat functions from love.keyboard and made the second argument of love.keypressed a boolean saying whether the keypress was a repeat. - liblove now works with love.window and love.graphics in OS X
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/**
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* Copyright (c) 2006-2013 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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#ifndef LOVE_JOYSTICK_SDL_JOYSTICK_MODULE_H
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#define LOVE_JOYSTICK_SDL_JOYSTICK_MODULE_H
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// LOVE
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#include "joystick/JoystickModule.h"
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// STL
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#include <string>
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#include <map>
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namespace love
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{
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namespace joystick
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{
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namespace sdl
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{
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class JoystickModule : public love::joystick::JoystickModule
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{
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public:
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JoystickModule();
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virtual ~JoystickModule();
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// Implements Module.
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const char *getName() const;
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// Implements JoystickModule.
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love::joystick::Joystick *addJoystick(int deviceindex);
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void removeJoystick(love::joystick::Joystick *joystick);
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love::joystick::Joystick *getJoystickFromID(int instanceid);
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love::joystick::Joystick *getJoystick(int joyindex);
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int getIndex(const love::joystick::Joystick *joystick);
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int getJoystickCount() const;
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bool isGamepad(int joyindex) const;
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bool setGamepadMapping(const std::string &guid, Joystick::GamepadInput gpinput, Joystick::JoystickInput joyinput);
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Joystick::JoystickInput getGamepadMapping(const std::string &guid, Joystick::GamepadInput gpinput);
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private:
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std::string stringFromGamepadInput(Joystick::GamepadInput gpinput) const;
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Joystick::JoystickInput JoystickInputFromString(const std::string &str) const;
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void removeBindFromMapString(std::string &mapstr, const std::string &joybindstr) const;
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void checkGamepads(const std::string &guid) const;
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// SDL2's GUIDs identify *classes* of devices, instead of unique devices.
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std::string getDeviceGUID(int deviceindex) const;
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// Lists of currently connected Joysticks.
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std::vector<Joystick *> activeSticks;
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// Persistent list of all Joysticks which have been connected at some point.
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std::vector<Joystick *> joysticks;
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}; // JoystickModule
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} // sdl
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} // joystick
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} // love
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#endif // LOVE_JOYSTICK_SDL_JOYSTICK_MODULE_H
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