update SDL3 from 3.2.20 to 3.4.2
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@@ -13,8 +13,8 @@
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and knows how to map arbitrary buttons and such to look like an
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Xbox/PlayStation/etc gamepad. This is easier, and better, for many games,
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but isn't necessarily a good fit for complex apps and hardware. A flight
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simulator, a realistic racing game, etc, might want this interface instead
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of gamepads. */
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simulator, a realistic racing game, etc, might want the joystick interface
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instead of gamepads. */
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#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
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#include <SDL3/SDL.h>
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@@ -111,7 +111,7 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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return SDL_APP_FAILURE;
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}
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if (!SDL_CreateWindowAndRenderer("examples/input/joystick-events", 640, 480, 0, &window, &renderer)) {
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if (!SDL_CreateWindowAndRenderer("examples/input/joystick-events", 640, 480, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
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SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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