let's refactor some
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@ -40,9 +40,7 @@ u32 InputMask;
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u8 JoyTouchX, JoyTouchY;
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bool JoyTouching;
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bool JoyTouchReleased;
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JoystickTouchMode TouchMode;
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AnalogStick TouchAnalogStick;
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JoystickTouchMovementStyle MovementStyle;
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JoystickTouchMode JoystickTouch;
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bool touchpadTouching;
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float touchpadLastX;
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@ -62,10 +60,7 @@ void Init()
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JoyTouchX = 0;
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JoyTouchY = 0;
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JoyTouching = false;
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TouchMode = ANALOG;
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JoyTouchReleased = false;
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MovementStyle = ABSOLUTE;
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touchpadLastX = 0;
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touchpadLastY = 0;
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@ -215,45 +210,58 @@ bool JoystickButtonDown(int val)
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return false;
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}
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bool JoystickTouchModeAvailable(JoystickTouchMode mode, AnalogStick stick)
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bool JoystickTouchModeAvailable(JoystickTouchMode mode)
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{
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if (GameController == nullptr)
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return false;
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switch (mode) {
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case ANALOG:
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switch (mode.mode) {
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case JoystickTouchMode::ANALOG_STICK:
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{
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SDL_GameControllerAxis xAxis = stick == LEFT
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SDL_GameControllerAxis xAxis = mode.stick == JoystickTouchMode::LEFT_STICK
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? SDL_CONTROLLER_AXIS_LEFTX
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: SDL_CONTROLLER_AXIS_RIGHTX;
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SDL_GameControllerAxis yAxis = stick == LEFT
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SDL_GameControllerAxis yAxis = mode.stick == JoystickTouchMode::LEFT_STICK
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? SDL_CONTROLLER_AXIS_LEFTY
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: SDL_CONTROLLER_AXIS_RIGHTY;
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return SDL_GameControllerHasAxis(GameController, xAxis)
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&& SDL_GameControllerHasAxis(GameController, yAxis);
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}
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case TOUCHPAD:
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case JoystickTouchMode::TOUCHPAD:
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if (mode.style == JoystickTouchMode::RELATIVE && !SDL_GameControllerHasButton(GameController, SDL_CONTROLLER_BUTTON_TOUCHPAD))
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return false;
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return SDL_GameControllerGetNumTouchpads(GameController) != 0;
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case GYROSCOPE:
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case JoystickTouchMode::GYROSCOPE:
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return SDL_GameControllerHasSensor(GameController, SDL_SENSOR_GYRO);
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case NONE:
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case JoystickTouchMode::NONE:
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return true;
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}
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}
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bool SetJoystickTouchMode(JoystickTouchMode mode)
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{
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if (!JoystickTouchModeAvailable(mode))
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return false;
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SDL_GameControllerSetSensorEnabled(GameController, SDL_SENSOR_GYRO, mode.mode == JoystickTouchMode::GYROSCOPE ? SDL_TRUE : SDL_FALSE);
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JoystickTouch = mode;
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return true;
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}
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constexpr float psTouchpadAspectMul = ((52.f / 23.f) / (4.f / 3.f));
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// The touchpad is about 52x23 mm on the PS4 controller, and the DualSense looks similar
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// so correct it to be more like the DS's aspect ratio
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float TouchPadCorrectAspect(float x)
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float TouchpadCorrectAspect(float x)
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{
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SDL_GameControllerType type = SDL_GameControllerGetType(GameController);
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if (type != SDL_CONTROLLER_TYPE_PS4 && type != SDL_CONTROLLER_TYPE_PS5)
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return x;
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float pos = (x - 0.5f) * psTouchpadAspectMul;
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pos = std::clamp(pos, -.5f, .5f);
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return pos + 0.5f;
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@ -263,8 +271,10 @@ float JoyTouchXFloat, JoyTouchYFloat;
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void HandleRelativeInput(float dx, float dy, float sensitivity)
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{
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// TODO: Screen rotation
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JoyTouchXFloat = std::clamp((float) JoyTouchXFloat + (dx * sensitivity), 0.f, 255.f);
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JoyTouchYFloat = std::clamp((float) JoyTouchYFloat + (dy * sensitivity), 0.f, 192.f);
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JoyTouchYFloat = std::clamp((float) JoyTouchYFloat + (dy * sensitivity), 0.f, 191.f);
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JoyTouchX = (u8) std::round(JoyTouchXFloat);
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JoyTouchY = (u8) std::round(JoyTouchYFloat);
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@ -276,7 +286,11 @@ void UpdateJoystickTouch()
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JoyTouchReleased = false;
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if (!JoystickTouchModeAvailable(TouchMode, TouchAnalogStick))
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auto mode = JoystickTouch.mode;
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auto style = JoystickTouch.style;
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auto stick = JoystickTouch.stick;
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if (!JoystickTouchModeAvailable(JoystickTouch))
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{
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if (JoyTouching)
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{
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@ -287,16 +301,14 @@ void UpdateJoystickTouch()
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return;
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}
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if (TouchMode == TOUCHPAD)
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if (mode == JoystickTouchMode::TOUCHPAD)
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{
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u8 state;
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float x, y, pressure;
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SDL_GameControllerGetTouchpadFinger(GameController, 0, 0, &state, &x, &y, &pressure);
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printf("Touchpad: state: %u, x: %f, y: %f, pressure: %f\n", state, x, y, pressure);
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bool haveTouchpadButton = SDL_GameControllerHasButton(GameController, SDL_CONTROLLER_BUTTON_TOUCHPAD);
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if (MovementStyle == RELATIVE && haveTouchpadButton)
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if (style == JoystickTouchMode::RELATIVE)
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{
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if (state == 1)
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{
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@ -314,7 +326,7 @@ void UpdateJoystickTouch()
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dy = y - touchpadLastY;
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}
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HandleRelativeInput(dx, dy, 256.f);
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HandleRelativeInput(dx, dy, JoystickTouch.sensitivity);
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newTouching = SDL_GameControllerGetButton(GameController, SDL_CONTROLLER_BUTTON_TOUCHPAD);
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touchpadLastX = x;
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@ -334,21 +346,25 @@ void UpdateJoystickTouch()
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else
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newTouching = state == 1;
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JoyTouchX = (u8) round(TouchPadCorrectAspect(x) * 256.f);
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JoyTouchX = (u8) round(TouchpadCorrectAspect(x) * 256.f);
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JoyTouchY = (u8) round(y * 192.f);
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}
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}
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if (TouchMode == ANALOG)
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else if (mode == JoystickTouchMode::ANALOG_STICK)
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{
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s16 x = SDL_GameControllerGetAxis(GameController, SDL_CONTROLLER_AXIS_LEFTX);
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s16 y = SDL_GameControllerGetAxis(GameController, SDL_CONTROLLER_AXIS_LEFTY);
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SDL_GameControllerAxis axisX = stick == JoystickTouchMode::LEFT_STICK
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? SDL_CONTROLLER_AXIS_LEFTX : SDL_CONTROLLER_AXIS_RIGHTX;
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SDL_GameControllerAxis axisY = stick == JoystickTouchMode::LEFT_STICK
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? SDL_CONTROLLER_AXIS_LEFTY : SDL_CONTROLLER_AXIS_RIGHTY;
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s16 x = SDL_GameControllerGetAxis(GameController, axisX);
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s16 y = SDL_GameControllerGetAxis(GameController, axisY);
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float fx = ((float) x) / 32768.f;
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float fy = ((float) y) / 32768.f;
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if (MovementStyle == RELATIVE)
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if (style == JoystickTouchMode::RELATIVE)
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{
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HandleRelativeInput(fx, fy, 5.f);
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HandleRelativeInput(fx, fy, JoystickTouch.sensitivity);
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}
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else
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{
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@ -356,19 +372,18 @@ void UpdateJoystickTouch()
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JoyTouchY = (u8) std::round(((fy + 1.0f) / 2) * 192.f);
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}
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newTouching = SDL_GameControllerGetAxis(GameController, SDL_CONTROLLER_AXIS_TRIGGERRIGHT) > 0.5;
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newTouching = JoystickButtonDown(JoystickTouch.touchButton);
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}
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if (TouchMode == GYROSCOPE)
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else if (mode == JoystickTouchMode::GYROSCOPE)
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{
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float gyroPos[3] = {0};
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SDL_GameControllerSetSensorEnabled(GameController, SDL_SENSOR_GYRO, SDL_TRUE);
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SDL_GameControllerGetSensorData(GameController, SDL_SENSOR_GYRO, (float*) &gyroPos, 3);
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HandleRelativeInput(-gyroPos[1], -gyroPos[0], 5.f);
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HandleRelativeInput(-gyroPos[1], -gyroPos[0], JoystickTouch.sensitivity);
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newTouching = SDL_GameControllerGetAxis(GameController, SDL_CONTROLLER_AXIS_TRIGGERRIGHT) > 0.5;
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newTouching = JoystickButtonDown(JoystickTouch.touchButton);
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}
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if (!newTouching && JoyTouching)
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@ -418,7 +433,7 @@ void Process()
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HotkeyRelease = LastHotkeyMask & ~HotkeyMask;
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LastHotkeyMask = HotkeyMask;
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if (TouchMode != NONE)
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if (JoystickTouch.mode != JoystickTouchMode::NONE)
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UpdateJoystickTouch();
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}
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@ -29,29 +29,24 @@ extern SDL_Joystick* Joystick;
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extern u32 InputMask;
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extern u8 JoyTouchX, JoyTouchY;
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extern bool JoyTouching;
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extern bool JoyTouchReleased;
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enum JoystickTouchMode
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{
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NONE = 0, ANALOG, TOUCHPAD, GYROSCOPE
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struct JoystickTouchMode {
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enum Mode { NONE = 0, ANALOG_STICK, TOUCHPAD, GYROSCOPE };
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enum Style { ABSOLUTE = 0, RELATIVE };
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enum AnalogStick { LEFT_STICK = 0, RIGHT_STICK };
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Mode mode;
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Style style;
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AnalogStick stick;
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float sensitivity;
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int touchButton;
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};
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enum AnalogStick
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{
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LEFT = 0, RIGHT
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};
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enum JoystickTouchMovementStyle
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{
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ABSOLUTE = 0, RELATIVE
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};
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extern JoystickTouchMode TouchMode;
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extern AnalogStick TouchAnalogStick;
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extern JoystickTouchMovementStyle MovementStyle;
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extern JoystickTouchMode JoystickTouch;
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void Init();
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@ -62,6 +57,8 @@ void CloseJoystick();
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void KeyPress(QKeyEvent* event);
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void KeyRelease(QKeyEvent* event);
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bool SetJoystickTouchMode(JoystickTouchMode mode);
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void Process();
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bool HotkeyDown(int id);
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@ -1070,10 +1070,8 @@ void ScreenPanelNative::paintEvent(QPaintEvent* event)
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painter.setTransform(screenTrans[i]);
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painter.drawImage(screenrc, screen[screenKind[i]]);
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if (i == 1)
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if (i == 1 && Input::JoystickTouch.mode != Input::JoystickTouchMode::NONE)
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{
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//QTransform cursorTrans = screenTrans[i].translate(Input::JoyTouchX, Input::JoyTouchY);
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//painter.setTransform(cursorTrans);
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QRect cursorRect = QRect(Input::JoyTouchX - 3, Input::JoyTouchY - 3, 5, 5);
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painter.setPen(QColor::fromRgb(255, 0, 0));
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painter.drawRoundedRect(cursorRect, 5, 5);
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