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Fix build on legacy MinGW
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@ -603,9 +603,9 @@ static GLFWbool pollJoystickState(_GLFWjoystickWin32* js, int mode)
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if (mode == _GLFW_PRESENCE_ONLY)
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if (mode == _GLFW_PRESENCE_ONLY)
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return GLFW_TRUE;
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return GLFW_TRUE;
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if (sqrtf((float) (xis.Gamepad.sThumbLX * xis.Gamepad.sThumbLX +
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if (sqrt((double) (xis.Gamepad.sThumbLX * xis.Gamepad.sThumbLX +
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xis.Gamepad.sThumbLY * xis.Gamepad.sThumbLY)) >
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xis.Gamepad.sThumbLY * xis.Gamepad.sThumbLY)) >
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(float) XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE)
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(double) XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE)
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{
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{
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js->axes[0] = (xis.Gamepad.sThumbLX + 0.5f) / 32767.f;
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js->axes[0] = (xis.Gamepad.sThumbLX + 0.5f) / 32767.f;
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js->axes[1] = (xis.Gamepad.sThumbLY + 0.5f) / 32767.f;
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js->axes[1] = (xis.Gamepad.sThumbLY + 0.5f) / 32767.f;
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@ -616,9 +616,9 @@ static GLFWbool pollJoystickState(_GLFWjoystickWin32* js, int mode)
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js->axes[1] = 0.f;
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js->axes[1] = 0.f;
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}
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}
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if (sqrtf((float) (xis.Gamepad.sThumbRX * xis.Gamepad.sThumbRX +
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if (sqrt((double) (xis.Gamepad.sThumbRX * xis.Gamepad.sThumbRX +
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xis.Gamepad.sThumbRY * xis.Gamepad.sThumbRY)) >
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xis.Gamepad.sThumbRY * xis.Gamepad.sThumbRY)) >
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(float) XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE)
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(double) XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE)
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{
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{
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js->axes[2] = (xis.Gamepad.sThumbRX + 0.5f) / 32767.f;
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js->axes[2] = (xis.Gamepad.sThumbRX + 0.5f) / 32767.f;
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js->axes[3] = (xis.Gamepad.sThumbRY + 0.5f) / 32767.f;
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js->axes[3] = (xis.Gamepad.sThumbRY + 0.5f) / 32767.f;
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@ -64,6 +64,7 @@
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// GLFW uses DirectInput8 interfaces
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// GLFW uses DirectInput8 interfaces
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#define DIRECTINPUT_VERSION 0x0800
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#define DIRECTINPUT_VERSION 0x0800
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#include <wctype.h>
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#include <windows.h>
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#include <windows.h>
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#include <mmsystem.h>
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#include <mmsystem.h>
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#include <dinput.h>
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#include <dinput.h>
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