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split out platform/input to its own folder
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@@ -1,7 +1,7 @@
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#include "InputConstraint.h"
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#include "platform/InputActions.h"
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#include "platform/sdl2/Input.h"
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#include "platform/input/InputActions.h"
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#include "platform/input/input.h"
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bool InputConstraint::isMappingConstrained(int iPad, int mapping) {
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// If it's a menu button, then we ignore all inputs
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@@ -10,11 +10,11 @@ bool InputConstraint::isMappingConstrained(int iPad, int mapping) {
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}
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// Otherwise see if they map to the same actual button
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unsigned char layoutMapping = InputManager.GetJoypadMapVal(iPad);
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unsigned char layoutMapping = PlatformInput.GetJoypadMapVal(iPad);
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// 4J HEG - Replaced the equivalance test with bitwise AND, important in
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// some mapping configurations (e.g. when comparing two action map values
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// and one has extra buttons mapped)
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return (InputManager.GetGameJoypadMaps(layoutMapping, m_inputMapping) &
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InputManager.GetGameJoypadMaps(layoutMapping, mapping)) > 0;
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return (PlatformInput.GetGameJoypadMaps(layoutMapping, m_inputMapping) &
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PlatformInput.GetGameJoypadMaps(layoutMapping, mapping)) > 0;
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}
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