split out platform/input to its own folder

This commit is contained in:
Tropical
2026-04-07 12:12:42 -05:00
parent b88a89ae01
commit a3a21557f8
110 changed files with 716 additions and 722 deletions

View File

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