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Searched refs:IS_INPUT_ (Results 1 – 5 of 5) sorted by relevance

/TwlSDK-5.2.1/build/demos/fs/overlay-staticinit/src/
Dtop_menu.c76 if (IS_INPUT_(input[own_player_id], PAD_KEY_UP, push)) in MyUpdateFrame()
83 if (IS_INPUT_(input[own_player_id], PAD_KEY_DOWN, push)) in MyUpdateFrame()
91 return !IS_INPUT_(input[own_player_id], PAD_BUTTON_A, push); in MyUpdateFrame()
Dmode_2.c59 is_tp_on = IS_INPUT_(input[own_player_id], PAD_BUTTON_TP, push); in MyUpdateFrame()
66 return !IS_INPUT_(input[own_player_id], PAD_ALL_MASK, push); in MyUpdateFrame()
Dmode_1.c50 return !IS_INPUT_(input[own_player_id], ~0, push); in MyUpdateFrame()
Dmode_3.c47 return !IS_INPUT_(input[own_player_id], ~0, push); in MyUpdateFrame()
/TwlSDK-5.2.1/build/demos/fs/overlay-staticinit/include/
Dmode.h59 #define IS_INPUT_(input, key, action) \ macro