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Name the gamepad probe probe_gamepad, so it does not clash with ov_probe.c's own static probe_input.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -371,7 +371,7 @@ int probe_shader(void); // gfx_shader.c
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int probe_census_dir(char *dir, size_t n); // gfx_shader_probe.c: build/<version>/shaders for the probes
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int probe_vkmem(void), probe_vkexec(void), probe_astc(void); // tex_probe.c, vk_exec_probe.c, astc_probe.c
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int probe_zstd(void); // ov_zstd.c
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int probe_input(void); // input.c
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int probe_gamepad(void); // input.c
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int probe_movie(void); // movie_probe.c: host VP9 movie::Decoder on one RomFS movie
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int vk_pipeline_prepare_shaders(void); // vk_pipeline.c: --prepare-shaders (tools/prepare_shaders.py)
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int vk_pipeline_warm_shaders(void); // vk_pipeline.c: --warm-shaders (tools/build_game.py)
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@@ -1195,7 +1195,7 @@ void input_motion_start(void) {
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// --probe-input: the gamepad path on SDL's virtual test gamepad (NX2NAVI_TEST_PAD). The pad thread comes up, a poll
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// reads the gamepad, polls are quick, and while an update takes as long as a device search (up_test_ns) the polls go on
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// with their last state instead of waiting for it. Needs no game files and no controller.
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int probe_input(void) {
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int probe_gamepad(void) {
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int fails = 0;
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cfg_setenv("NX2NAVI_TEST_PAD", "20000,-12000,0,0");
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uint64_t b = 0;
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@@ -631,7 +631,7 @@ int main(int argc, char **argv) {
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if (!strcmp(mode, "--probe-vkexec")) return probe_vkexec();
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if (!strcmp(mode, "--probe-astc")) return probe_astc();
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if (!strcmp(mode, "--probe-zstd")) return probe_zstd();
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if (!strcmp(mode, "--probe-input")) return probe_input();
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if (!strcmp(mode, "--probe-input")) return probe_gamepad();
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if (!strcmp(mode, "--probe-vkdevice")) return probe_vkdevice();
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if (!strcmp(mode, "--probe-movie")) return probe_movie();
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if (!strcmp(mode, "--prepare-shaders")) return vk_pipeline_prepare_shaders();
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