SDL_GL_GetDrawableSize(win, &win_width, &win_height);
win_aspect = (float)win_width / (float)win_height;
scale_factor = win_width / ev->window.data1;
SDL_GL_GetDrawableSize(win, &win_width, &win_height);
win_aspect = (float)win_width / (float)win_height;
scale_factor = win_width / ev->window.data1;
case SDL_CONTROLLERAXISMOTION:
app_gamepad_axis(ev->caxis.axis, ev->caxis.value / 32768.0f);
break;
case SDL_CONTROLLERAXISMOTION:
app_gamepad_axis(ev->caxis.axis, ev->caxis.value / 32768.0f);
break;