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Vita: Change binds so that L is place and R is delete, remove back screen behaviour
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28a2a74a97
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@ -213,7 +213,7 @@ static void palette_alloc(CCTexture* tex, int size) {
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}
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static void palette_release(CCTexture* tex) {
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blockalloc_free(pal_table, tex->palBase, tex->palBlocks);
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blockalloc_dealloc(pal_table, tex->palBase, tex->palBlocks);
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}
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@ -127,7 +127,8 @@ static void ProcessTouchInput(int port, int id, const SceTouchPanelInfo* panel)
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void Window_ProcessEvents(float delta) {
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ProcessTouchInput(SCE_TOUCH_PORT_FRONT, 0, &frontPanel);
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ProcessTouchInput(SCE_TOUCH_PORT_BACK, 1, &backPanel);
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//ProcessTouchInput(SCE_TOUCH_PORT_BACK, 1, &backPanel);
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// TODO figure out a way to use the back panel
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}
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void Cursor_SetPosition(int x, int y) { } // Makes no sense for PS Vita
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@ -140,6 +141,25 @@ void Window_DisableRawMouse(void) { Input.RawMode = false; }
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/*########################################################################################################################*
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*-------------------------------------------------------Gamepads----------------------------------------------------------*
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*#########################################################################################################################*/
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static const BindMapping vita_padbinds[BIND_COUNT] = {
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[BIND_FORWARD] = { CCPAD_UP },
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[BIND_BACK] = { CCPAD_DOWN },
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[BIND_LEFT] = { CCPAD_LEFT },
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[BIND_RIGHT] = { CCPAD_RIGHT },
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[BIND_JUMP] = { CCPAD_1 },
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[BIND_SET_SPAWN] = { CCPAD_START },
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[BIND_CHAT] = { CCPAD_4 },
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[BIND_INVENTORY] = { CCPAD_3 },
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[BIND_SEND_CHAT] = { CCPAD_START },
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[BIND_SPEED] = { CCPAD_2, CCPAD_L },
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[BIND_NOCLIP] = { CCPAD_2, CCPAD_3 },
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[BIND_FLY] = { CCPAD_2, CCPAD_R },
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[BIND_FLY_UP] = { CCPAD_2, CCPAD_UP },
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[BIND_FLY_DOWN] = { CCPAD_2, CCPAD_DOWN },
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[BIND_PLACE_BLOCK] = { CCPAD_L },
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[BIND_DELETE_BLOCK] = { CCPAD_R },
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};
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static cc_bool circle_main;
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void Gamepads_Init(void) {
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