Start to make possible use of "full analog surface". (useful for triggers on some silly physical gamepads)
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@ -461,7 +461,7 @@ ControllerInterface::Device::Control* ControllerInterface::InputReference::Detec
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i = device->Inputs().begin(),
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e = device->Inputs().end();
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for (std::vector<bool>::iterator state = states.begin(); i != e; ++i)
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*state++ = ((*i)->GetState() > INPUT_DETECT_THRESHOLD);
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*state++ = ((*i)->GetState() > (1 - INPUT_DETECT_THRESHOLD));
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while (time < ms)
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{
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@ -477,7 +477,7 @@ ControllerInterface::Device::Control* ControllerInterface::InputReference::Detec
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if (false == *state)
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return *i;
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}
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else
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else if ((*i)->GetState() < (1 - INPUT_DETECT_THRESHOLD))
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*state = false;
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}
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Common::SleepCurrentThread(10); time += 10;
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@ -87,7 +87,7 @@ public:
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Input* ToInput() { return this; }
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};
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//
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// Output
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//
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@ -122,6 +122,36 @@ public:
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protected:
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void AddInput(Input* const i);
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void AddOutput(Output* const o);
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class FullAnalogSurface : public Input
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{
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public:
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FullAnalogSurface(Input* low, Input* high)
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: m_low(*low), m_high(*high)
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{}
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ControlState GetState() const
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{
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return (1 + m_high.GetState() - m_low.GetState()) / 2;
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}
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std::string GetName() const
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{
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return m_low.GetName() + *m_high.GetName().rbegin();
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}
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private:
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Input& m_low;
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Input& m_high;
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};
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void AddAnalogInputs(Input* low, Input* high)
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{
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AddInput(low);
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AddInput(high);
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AddInput(new FullAnalogSurface(low, high));
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AddInput(new FullAnalogSurface(high, low));
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}
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private:
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std::vector<Input*> m_inputs;
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