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Add initial rumble support, use modified SDL branch to support all GC controller rumble modes
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@@ -10,11 +10,13 @@ namespace metaforce {
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struct SAuroraControllerState {
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u32 m_which = -1;
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bool m_isGamecube = false;
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bool m_hasRumble = false;
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std::array<int16_t, size_t(aurora::ControllerAxis::MAX)> m_axes{};
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std::bitset<size_t(aurora::ControllerButton::MAX)> m_btns{};
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SAuroraControllerState() = default;
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SAuroraControllerState(uint32_t which, bool isGamecube) : m_which(which), m_isGamecube(isGamecube) {}
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SAuroraControllerState(uint32_t which, bool isGamecube, bool hasRumble)
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: m_which(which), m_isGamecube(isGamecube), m_hasRumble(hasRumble) {}
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void clamp();
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};
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@@ -82,8 +84,9 @@ struct CFinalInput {
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u32 m_which = -1;
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CFinalInput();
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// CFinalInput(int cIdx, float dt, const boo::DolphinControllerState& data, const CFinalInput& prevInput, float leftDiv,
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// float rightDiv);
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// CFinalInput(int cIdx, float dt, const boo::DolphinControllerState& data, const CFinalInput& prevInput, float
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// leftDiv,
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// float rightDiv);
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CFinalInput(int cIdx, float dt, const SAuroraControllerState& data, const CFinalInput& prevInput, float leftDiv,
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float rightDiv);
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CFinalInput(int cIdx, float dt, const CKeyboardMouseControllerData& data, const CFinalInput& prevInput);
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