#define VG_MAX_CONTROLLERS 4
-VG_STATIC float controller_deadzone = 0.05f;
+static float controller_deadzone = 0.05f;
-struct
-{
+struct{
const u8 *sdl_keys;
struct vg_controller{
}
static vg_input = { .active_controller_index = -2 };
-VG_STATIC u8 vg_getkey( SDL_Keycode kc )
+static u8 vg_getkey( SDL_Keycode kc )
{
SDL_Scancode sc = SDL_GetScancodeFromKey( kc );
return vg_input.sdl_keys[sc];
/*
* takes SDL device index, and tries to open that on any free channel
*/
-VG_STATIC int vg_open_gamecontroller( Sint32 index )
+static int vg_open_gamecontroller( Sint32 index )
{
struct vg_controller *controller = NULL;
int vg_id = 0;
}
}
-VG_STATIC void vg_input_device_event( SDL_Event *ev )
+static void vg_input_device_event( SDL_Event *ev )
{
if( ev->type == SDL_CONTROLLERDEVICEADDED ){
int is_controller = SDL_IsGameController( ev->cdevice.which );
}
}
-VG_STATIC void vg_input_controller_event( SDL_Event *ev )
+static void vg_input_controller_event( SDL_Event *ev )
{
if( ev->type == SDL_CONTROLLERAXISMOTION ){
for( int i=0; i<VG_MAX_CONTROLLERS; i++ ){
}
}
-VG_STATIC void vg_process_inputs(void)
+static void vg_process_inputs(void)
{
int count;
vg_input.sdl_keys = SDL_GetKeyboardState( &count );
}
}
-VG_STATIC void async_vg_input_init( void *payload, u32 size )
+static void async_vg_input_init( void *payload, u32 size )
{
VG_VAR_F32( controller_deadzone, flags=VG_VAR_PERSISTENT );
}
}
-VG_STATIC void vg_input_init(void)
+static void vg_input_init(void)
{
vg_async_call( async_vg_input_init, NULL, 0 );
}
-VG_STATIC void vg_input_free(void)
+static void vg_input_free(void)
{
for( int i=0; i<VG_MAX_CONTROLLERS; i++ ){
struct vg_controller *controller = &vg_input.controllers[i];