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[android] update SDL to 2.26.5
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@ -61,7 +61,7 @@ public class SDLActivity extends Activity implements View.OnSystemUiVisibilityCh
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private static final String TAG = "SDL";
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private static final int SDL_MAJOR_VERSION = 2;
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private static final int SDL_MINOR_VERSION = 26;
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private static final int SDL_MICRO_VERSION = 1;
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private static final int SDL_MICRO_VERSION = 5;
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/*
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// Display InputType.SOURCE/CLASS of events and devices
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//
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@ -241,7 +241,14 @@ public class SDLActivity extends Activity implements View.OnSystemUiVisibilityCh
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* It can be overridden by derived classes.
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*/
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protected String getMainSharedObject() {
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return null;
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String library;
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String[] libraries = SDLActivity.mSingleton.getLibraries();
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if (libraries.length > 0) {
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library = "lib" + libraries[libraries.length - 1] + ".so";
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} else {
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library = "libmain.so";
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}
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return getContext().getApplicationInfo().nativeLibraryDir + "/" + library;
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}
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/**
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@ -168,6 +168,32 @@ class SDLJoystickHandler_API16 extends SDLJoystickHandler {
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arg1Axis = MotionEvent.AXIS_GAS;
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}
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// Make sure the AXIS_Z is sorted between AXIS_RY and AXIS_RZ.
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// This is because the usual pairing are:
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// - AXIS_X + AXIS_Y (left stick).
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// - AXIS_RX, AXIS_RY (sometimes the right stick, sometimes triggers).
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// - AXIS_Z, AXIS_RZ (sometimes the right stick, sometimes triggers).
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// This sorts the axes in the above order, which tends to be correct
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// for Xbox-ish game pads that have the right stick on RX/RY and the
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// triggers on Z/RZ.
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//
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// Gamepads that don't have AXIS_Z/AXIS_RZ but use
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// AXIS_LTRIGGER/AXIS_RTRIGGER are unaffected by this.
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//
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// References:
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// - https://developer.android.com/develop/ui/views/touch-and-input/game-controllers/controller-input
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// - https://www.kernel.org/doc/html/latest/input/gamepad.html
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if (arg0Axis == MotionEvent.AXIS_Z) {
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arg0Axis = MotionEvent.AXIS_RZ - 1;
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} else if (arg0Axis > MotionEvent.AXIS_Z && arg0Axis < MotionEvent.AXIS_RZ) {
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--arg0Axis;
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}
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if (arg1Axis == MotionEvent.AXIS_Z) {
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arg1Axis = MotionEvent.AXIS_RZ - 1;
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} else if (arg1Axis > MotionEvent.AXIS_Z && arg1Axis < MotionEvent.AXIS_RZ) {
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--arg1Axis;
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}
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return arg0Axis - arg1Axis;
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}
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}
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