int32_t apple_input_find_any_button(uint32_t port) { uint32_t buttons = g_current_input_data.pad_buttons[port] | ((port == 0) ? apple_input_get_icade_buttons() : 0); if (buttons) for (int i = 0; i != 32; i ++) if (buttons & (1 << i)) return i; return -1; }
int32_t apple_input_find_any_button(uint32_t port) { unsigned i, buttons; #ifdef IOS apple_gamecontroller_poll_all(); #endif buttons = g_current_input_data.pad_buttons[port] | ((port == 0) ? apple_input_get_icade_buttons() : 0); if (buttons) for (i = 0; i != 32; i ++) if (buttons & (1 << i)) return i; return -1; }
static void apple_input_poll(void *data) { int i; (void)data; #ifdef IOS apple_gamecontroller_poll_all(); #endif for (i = 0; i < g_current_input_data.touch_count; i ++) { input_translate_coord_viewport(g_current_input_data.touches[i].screen_x, g_current_input_data.touches[i].screen_y, &g_current_input_data.touches[i].fixed_x, &g_current_input_data.touches[i].fixed_y, &g_current_input_data.touches[i].full_x, &g_current_input_data.touches[i].full_y); } input_joypad_poll(joypad); g_current_input_data.pad_buttons[0] |= apple_input_get_icade_buttons(); g_current_input_data.mouse_delta[0] = 0; g_current_input_data.mouse_delta[1] = 0; }