WIP
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@@ -1,7 +1,7 @@
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#ifndef _SDL_GAMECONTROLLERDB_H_
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#define _SDL_GAMECONTROLLERDB_H_
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// Taken from https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/refs/heads/master/gamecontrollerdb.txt on Tue May 26 10:27:58 AM EDT 2026
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// Taken from https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/refs/heads/master/gamecontrollerdb.txt on Tue May 26 11:21:36 AM EDT 2026
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#define AKGL_SDL_GAMECONTROLLER_DB_LEN 2228
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@@ -8,9 +8,9 @@
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typedef struct akgl_PhysicsBackend {
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akerr_ErrorContext AKERR_NOIGNORE *(*simulate)(struct akgl_PhysicsBackend *self, akgl_Iterator *opflags);
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akerr_ErrorContext AKERR_NOIGNORE *(*gravity)(struct akgl_PhysicsBackend *self, akgl_Actor *actor, SDL_Time curtime);
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akerr_ErrorContext AKERR_NOIGNORE *(*gravity)(struct akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt);
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akerr_ErrorContext AKERR_NOIGNORE *(*collide)(struct akgl_PhysicsBackend *self, akgl_Actor *a1, akgl_Actor *a2);
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akerr_ErrorContext AKERR_NOIGNORE *(*move)(struct akgl_PhysicsBackend *self, akgl_Actor *actor, SDL_Time curtime);
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akerr_ErrorContext AKERR_NOIGNORE *(*move)(struct akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt);
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double drag_x;
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double drag_y;
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@@ -23,15 +23,15 @@ typedef struct akgl_PhysicsBackend {
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} akgl_PhysicsBackend;
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_null_gravity(akgl_PhysicsBackend *self, akgl_Actor *actor, SDL_Time curtime);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_null_gravity(akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_null_collide(akgl_PhysicsBackend *self, akgl_Actor *a1, akgl_Actor *a2);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_null_move(akgl_PhysicsBackend *self, akgl_Actor *actor, SDL_Time curtime);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_null_move(akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_init_null(akgl_PhysicsBackend *self);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_gravity(akgl_PhysicsBackend *self, akgl_Actor *actor, SDL_Time curtime);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_gravity(akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_collide(akgl_PhysicsBackend *self, akgl_Actor *a1, akgl_Actor *a2);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_move(akgl_PhysicsBackend *self, akgl_Actor *actor, SDL_Time curtime);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_move(akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_init_sidescroller(akgl_PhysicsBackend *self);
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