Use SDL_bool where appropriate in SDL events
This involved changing button state from Uint8 to SDL_bool, and made SDL_PRESSED and SDL_RELEASED unnecessary. Fixes https://github.com/libsdl-org/SDL/issues/10069
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@@ -370,12 +370,12 @@ static SDL_Scancode TranslateKeycode(int keycode)
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void Android_OnKeyDown(int keycode)
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{
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SDL_SendKeyboardKey(0, SDL_DEFAULT_KEYBOARD_ID, keycode, TranslateKeycode(keycode), SDL_PRESSED);
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SDL_SendKeyboardKey(0, SDL_DEFAULT_KEYBOARD_ID, keycode, TranslateKeycode(keycode), true);
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}
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void Android_OnKeyUp(int keycode)
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{
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SDL_SendKeyboardKey(0, SDL_DEFAULT_KEYBOARD_ID, keycode, TranslateKeycode(keycode), SDL_RELEASED);
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SDL_SendKeyboardKey(0, SDL_DEFAULT_KEYBOARD_ID, keycode, TranslateKeycode(keycode), false);
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}
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bool Android_HasScreenKeyboardSupport(SDL_VideoDevice *_this)
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@@ -221,7 +221,7 @@ void Android_OnMouse(SDL_Window *window, int state, int action, float x, float y
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button = TranslateButton(changes);
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last_state = state;
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SDL_SendMouseMotion(0, window, SDL_DEFAULT_MOUSE_ID, relative, x, y);
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SDL_SendMouseButton(0, window, SDL_DEFAULT_MOUSE_ID, SDL_PRESSED, button);
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SDL_SendMouseButton(0, window, SDL_DEFAULT_MOUSE_ID, button, true);
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break;
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case ACTION_UP:
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@@ -229,7 +229,7 @@ void Android_OnMouse(SDL_Window *window, int state, int action, float x, float y
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button = TranslateButton(changes);
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last_state = state;
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SDL_SendMouseMotion(0, window, SDL_DEFAULT_MOUSE_ID, relative, x, y);
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SDL_SendMouseButton(0, window, SDL_DEFAULT_MOUSE_ID, SDL_RELEASED, button);
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SDL_SendMouseButton(0, window, SDL_DEFAULT_MOUSE_ID, button, false);
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break;
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case ACTION_MOVE:
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