forked from dolphin-emu/dolphin
		
	This adds a recenter control binding which allows recentering the cursor when relative input is enabled. (EnableSettingControl is renamed to avoid confusions.)
		
			
				
	
	
		
			506 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			506 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2010 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include <algorithm>
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#include <cmath>
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#include <memory>
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#include <mutex>
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#include <string>
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#include <vector>
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#include "Common/IniFile.h"
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#include "Common/MathUtil.h"
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#include "Core/ConfigManager.h"
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#include "InputCommon/ControllerInterface/ControllerInterface.h"
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#include "InputCommon/GCPadStatus.h"
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#define sign(x) ((x) ? (x) < 0 ? -1 : 1 : 0)
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enum
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{
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  GROUP_TYPE_OTHER,
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  GROUP_TYPE_STICK,
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  GROUP_TYPE_MIXED_TRIGGERS,
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  GROUP_TYPE_BUTTONS,
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  GROUP_TYPE_FORCE,
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  GROUP_TYPE_EXTENSION,
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  GROUP_TYPE_TILT,
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  GROUP_TYPE_CURSOR,
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  GROUP_TYPE_TRIGGERS,
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  GROUP_TYPE_SLIDER
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};
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enum
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{
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  SETTING_RADIUS,
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  SETTING_DEADZONE,
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};
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const char* const named_directions[] = {"Up", "Down", "Left", "Right"};
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class ControllerEmu
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{
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public:
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  class ControlGroup
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  {
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  public:
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    class Control
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    {
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    protected:
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      Control(ControllerInterface::ControlReference* const _ref, const std::string& _name)
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          : control_ref(_ref), name(_name)
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      {
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      }
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    public:
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      virtual ~Control() {}
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      std::unique_ptr<ControllerInterface::ControlReference> const control_ref;
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      const std::string name;
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    };
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    class Input : public Control
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    {
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    public:
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      Input(const std::string& _name) : Control(new ControllerInterface::InputReference, _name) {}
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    };
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    class Output : public Control
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    {
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    public:
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      Output(const std::string& _name) : Control(new ControllerInterface::OutputReference, _name) {}
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    };
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    enum class SettingType
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    {
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      NORMAL,   // normal settings are saved to configuration files
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      VIRTUAL,  // virtual settings are not saved at all
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    };
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    class NumericSetting
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    {
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    public:
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      NumericSetting(const std::string& setting_name, const ControlState default_value,
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                     const unsigned int low = 0, const unsigned int high = 100,
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                     const SettingType setting_type = SettingType::NORMAL)
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          : m_type(setting_type), m_name(setting_name), m_default_value(default_value), m_low(low),
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            m_high(high)
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      {
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      }
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      ControlState GetValue() const { return m_value; }
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      void SetValue(ControlState value) { m_value = value; }
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      const SettingType m_type;
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      const std::string m_name;
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      const ControlState m_default_value;
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      const unsigned int m_low, m_high;
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      ControlState m_value;
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    };
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    class BooleanSetting
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    {
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    public:
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      BooleanSetting(const std::string& setting_name, const bool default_value,
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                     const SettingType setting_type = SettingType::NORMAL)
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          : m_type(setting_type), m_name(setting_name), m_default_value(default_value)
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      {
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      }
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      virtual bool GetValue() const { return m_value; }
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      virtual void SetValue(bool value) { m_value = value; }
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      const SettingType m_type;
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      const std::string m_name;
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      const bool m_default_value;
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      bool m_value;
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    };
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    class BackgroundInputSetting : public BooleanSetting
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    {
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    public:
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      BackgroundInputSetting(const std::string& setting_name)
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          : BooleanSetting(setting_name, false, SettingType::VIRTUAL)
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      {
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      }
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      bool GetValue() const override { return SConfig::GetInstance().m_BackgroundInput; }
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      void SetValue(bool value) override
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      {
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        m_value = value;
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        SConfig::GetInstance().m_BackgroundInput = value;
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      }
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    };
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    ControlGroup(const std::string& _name, const unsigned int _type = GROUP_TYPE_OTHER)
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        : name(_name), ui_name(_name), type(_type)
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    {
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    }
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    ControlGroup(const std::string& _name, const std::string& _ui_name,
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                 const unsigned int _type = GROUP_TYPE_OTHER)
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        : name(_name), ui_name(_ui_name), type(_type)
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    {
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    }
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    virtual ~ControlGroup() {}
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    virtual void LoadConfig(IniFile::Section* sec, const std::string& defdev = "",
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                            const std::string& base = "");
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    virtual void SaveConfig(IniFile::Section* sec, const std::string& defdev = "",
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                            const std::string& base = "");
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    void SetControlExpression(int index, const std::string& expression);
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    const std::string name;
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    const std::string ui_name;
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    const unsigned int type;
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    std::vector<std::unique_ptr<Control>> controls;
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    std::vector<std::unique_ptr<NumericSetting>> numeric_settings;
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    std::vector<std::unique_ptr<BooleanSetting>> boolean_settings;
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  };
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  class AnalogStick : public ControlGroup
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  {
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  public:
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    // The GameCube controller and Wiimote attachments have a different default radius
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    AnalogStick(const char* const _name, ControlState default_radius);
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    AnalogStick(const char* const _name, const char* const _ui_name, ControlState default_radius);
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    void GetState(ControlState* const x, ControlState* const y)
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    {
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      ControlState yy = controls[0]->control_ref->State() - controls[1]->control_ref->State();
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      ControlState xx = controls[3]->control_ref->State() - controls[2]->control_ref->State();
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      ControlState radius = numeric_settings[SETTING_RADIUS]->GetValue();
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      ControlState deadzone = numeric_settings[SETTING_DEADZONE]->GetValue();
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      ControlState m = controls[4]->control_ref->State();
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      ControlState ang = atan2(yy, xx);
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      ControlState ang_sin = sin(ang);
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      ControlState ang_cos = cos(ang);
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      ControlState dist = sqrt(xx * xx + yy * yy);
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      // dead zone code
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      dist = std::max(0.0, dist - deadzone);
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      dist /= (1 - deadzone);
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      // radius
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      dist *= radius;
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      // The modifier halves the distance by 50%, which is useful
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      // for keyboard controls.
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      if (m)
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        dist *= 0.5;
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      yy = std::max(-1.0, std::min(1.0, ang_sin * dist));
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      xx = std::max(-1.0, std::min(1.0, ang_cos * dist));
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      *y = yy;
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      *x = xx;
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    }
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  };
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  class Buttons : public ControlGroup
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  {
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  public:
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    Buttons(const std::string& _name);
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    template <typename C>
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    void GetState(C* const buttons, const C* bitmasks)
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    {
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      for (auto& control : controls)
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      {
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        if (control->control_ref->State() > numeric_settings[0]->GetValue())  // threshold
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          *buttons |= *bitmasks;
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        bitmasks++;
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      }
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    }
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  };
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  class ModifySettingsButton : public Buttons
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  {
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  public:
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    ModifySettingsButton(std::string button_name);
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    void AddInput(std::string button_name, bool toggle = false);
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    void GetState();
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    const std::vector<bool>& isSettingToggled() const { return associated_settings_toggle; }
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    const std::vector<bool>& getSettingsModifier() const { return associated_settings; }
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  private:
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    std::vector<bool> threshold_exceeded;  // internal calculation (if "state" was above threshold)
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    std::vector<bool> associated_settings_toggle;  // is setting toggled or hold?
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    std::vector<bool> associated_settings;         // result
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  };
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  class MixedTriggers : public ControlGroup
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  {
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  public:
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    MixedTriggers(const std::string& _name);
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    void GetState(u16* const digital, const u16* bitmasks, ControlState* analog)
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    {
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      const unsigned int trig_count = ((unsigned int)(controls.size() / 2));
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      for (unsigned int i = 0; i < trig_count; ++i, ++bitmasks, ++analog)
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      {
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        if (controls[i]->control_ref->State() > numeric_settings[0]->GetValue())  // threshold
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        {
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          *analog = 1.0;
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          *digital |= *bitmasks;
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        }
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        else
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        {
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          *analog = controls[i + trig_count]->control_ref->State();
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        }
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      }
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    }
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  };
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  class Triggers : public ControlGroup
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  {
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  public:
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    Triggers(const std::string& _name);
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    void GetState(ControlState* analog)
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    {
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      const unsigned int trig_count = ((unsigned int)(controls.size()));
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      const ControlState deadzone = numeric_settings[0]->GetValue();
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      for (unsigned int i = 0; i < trig_count; ++i, ++analog)
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        *analog = std::max(controls[i]->control_ref->State() - deadzone, 0.0) / (1 - deadzone);
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    }
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  };
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  class Slider : public ControlGroup
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  {
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  public:
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    Slider(const std::string& _name);
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    void GetState(ControlState* const slider)
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    {
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      const ControlState deadzone = numeric_settings[0]->GetValue();
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      const ControlState state =
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          controls[1]->control_ref->State() - controls[0]->control_ref->State();
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      if (fabs(state) > deadzone)
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        *slider = (state - (deadzone * sign(state))) / (1 - deadzone);
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      else
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        *slider = 0;
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    }
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  };
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  class Force : public ControlGroup
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  {
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  public:
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    Force(const std::string& _name);
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    void GetState(ControlState* axis)
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    {
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      const ControlState deadzone = numeric_settings[0]->GetValue();
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      for (unsigned int i = 0; i < 6; i += 2)
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      {
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        ControlState tmpf = 0;
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        const ControlState state =
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            controls[i + 1]->control_ref->State() - controls[i]->control_ref->State();
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        if (fabs(state) > deadzone)
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          tmpf = ((state - (deadzone * sign(state))) / (1 - deadzone));
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        ControlState& ax = m_swing[i >> 1];
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        *axis++ = (tmpf - ax);
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        ax = tmpf;
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      }
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    }
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  private:
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    ControlState m_swing[3];
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  };
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  class Tilt : public ControlGroup
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  {
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  public:
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    Tilt(const std::string& _name);
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    void GetState(ControlState* const x, ControlState* const y, const bool step = true)
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    {
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      // this is all a mess
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      ControlState yy = controls[0]->control_ref->State() - controls[1]->control_ref->State();
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      ControlState xx = controls[3]->control_ref->State() - controls[2]->control_ref->State();
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      ControlState deadzone = numeric_settings[0]->GetValue();
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      ControlState circle = numeric_settings[1]->GetValue();
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      auto const angle = numeric_settings[2]->GetValue() / 1.8;
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      ControlState m = controls[4]->control_ref->State();
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      // deadzone / circle stick code
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      // this section might be all wrong, but its working good enough, I think
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      ControlState ang = atan2(yy, xx);
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      ControlState ang_sin = sin(ang);
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      ControlState ang_cos = cos(ang);
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      // the amt a full square stick would have at current angle
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      ControlState square_full =
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          std::min(ang_sin ? 1 / fabs(ang_sin) : 2, ang_cos ? 1 / fabs(ang_cos) : 2);
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      // the amt a full stick would have that was (user setting circular) at current angle
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      // I think this is more like a pointed circle rather than a rounded square like it should be
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      ControlState stick_full = (square_full * (1 - circle)) + (circle);
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      ControlState dist = sqrt(xx * xx + yy * yy);
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      // dead zone code
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      dist = std::max(0.0, dist - deadzone * stick_full);
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      dist /= (1 - deadzone);
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      // circle stick code
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      ControlState amt = dist / stick_full;
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      dist += (square_full - 1) * amt * circle;
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      if (m)
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        dist *= 0.5;
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      yy = std::max(-1.0, std::min(1.0, ang_sin * dist));
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      xx = std::max(-1.0, std::min(1.0, ang_cos * dist));
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      // this is kinda silly here
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      // gui being open will make this happen 2x as fast, o well
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      // silly
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      if (step)
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      {
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        if (xx > m_tilt[0])
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          m_tilt[0] = std::min(m_tilt[0] + 0.1, xx);
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        else if (xx < m_tilt[0])
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          m_tilt[0] = std::max(m_tilt[0] - 0.1, xx);
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        if (yy > m_tilt[1])
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          m_tilt[1] = std::min(m_tilt[1] + 0.1, yy);
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        else if (yy < m_tilt[1])
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          m_tilt[1] = std::max(m_tilt[1] - 0.1, yy);
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      }
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      *y = m_tilt[1] * angle;
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      *x = m_tilt[0] * angle;
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    }
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  private:
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    ControlState m_tilt[2];
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  };
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  class Cursor : public ControlGroup
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  {
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  public:
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    Cursor(const std::string& _name);
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    void GetState(ControlState* const x, ControlState* const y, ControlState* const z,
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                  const bool adjusted = false)
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    {
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      const ControlState zz = controls[4]->control_ref->State() - controls[5]->control_ref->State();
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      // silly being here
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      if (zz > m_z)
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        m_z = std::min(m_z + 0.1, zz);
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      else if (zz < m_z)
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        m_z = std::max(m_z - 0.1, zz);
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      *z = m_z;
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      // hide
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      if (controls[6]->control_ref->State() > 0.5)
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      {
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        *x = 10000;
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        *y = 0;
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      }
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      else
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      {
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        ControlState yy = controls[0]->control_ref->State() - controls[1]->control_ref->State();
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        ControlState xx = controls[3]->control_ref->State() - controls[2]->control_ref->State();
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        // adjust cursor according to settings
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        if (adjusted)
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        {
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          xx *= (numeric_settings[1]->GetValue() * 2);
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          yy *= (numeric_settings[2]->GetValue() * 2);
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          yy += (numeric_settings[0]->GetValue() - 0.5);
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        }
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        // relative input
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        if (boolean_settings[0]->GetValue())
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        {
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          const ControlState deadzone = numeric_settings[3]->GetValue();
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          // deadzone to avoid the cursor slowly drifting
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          if (std::abs(xx) > deadzone)
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            m_x = MathUtil::Clamp(m_x + xx * SPEED_MULTIPLIER, -1.0, 1.0);
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          if (std::abs(yy) > deadzone)
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            m_y = MathUtil::Clamp(m_y + yy * SPEED_MULTIPLIER, -1.0, 1.0);
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          // recenter
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          if (controls[7]->control_ref->State() > 0.5)
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          {
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            m_x = 0.0;
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            m_y = 0.0;
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          }
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        }
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        else
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        {
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          m_x = xx;
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          m_y = yy;
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        }
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						|
 | 
						|
        *x = m_x;
 | 
						|
        *y = m_y;
 | 
						|
      }
 | 
						|
    }
 | 
						|
 | 
						|
    ControlState m_z;
 | 
						|
 | 
						|
  private:
 | 
						|
    // This is used to reduce the cursor speed for relative input
 | 
						|
    // to something that makes sense with the default range.
 | 
						|
    static constexpr double SPEED_MULTIPLIER = 0.04;
 | 
						|
 | 
						|
    ControlState m_x = 0.0;
 | 
						|
    ControlState m_y = 0.0;
 | 
						|
  };
 | 
						|
 | 
						|
  class Extension : public ControlGroup
 | 
						|
  {
 | 
						|
  public:
 | 
						|
    Extension(const std::string& _name)
 | 
						|
        : ControlGroup(_name, GROUP_TYPE_EXTENSION), switch_extension(0), active_extension(0)
 | 
						|
    {
 | 
						|
    }
 | 
						|
 | 
						|
    ~Extension() {}
 | 
						|
    void GetState(u8* const data);
 | 
						|
    bool IsButtonPressed() const;
 | 
						|
 | 
						|
    std::vector<std::unique_ptr<ControllerEmu>> attachments;
 | 
						|
 | 
						|
    int switch_extension;
 | 
						|
    int active_extension;
 | 
						|
  };
 | 
						|
 | 
						|
  virtual ~ControllerEmu() {}
 | 
						|
  virtual std::string GetName() const = 0;
 | 
						|
 | 
						|
  virtual void LoadDefaults(const ControllerInterface& ciface);
 | 
						|
 | 
						|
  virtual void LoadConfig(IniFile::Section* sec, const std::string& base = "");
 | 
						|
  virtual void SaveConfig(IniFile::Section* sec, const std::string& base = "");
 | 
						|
  void UpdateDefaultDevice();
 | 
						|
 | 
						|
  void UpdateReferences(ControllerInterface& devi);
 | 
						|
 | 
						|
  // This returns a lock that should be held before calling State() on any control
 | 
						|
  // references and GetState(), by extension. This prevents a race condition
 | 
						|
  // which happens while handling a hotplug event because a control reference's State()
 | 
						|
  // could be called before we have finished updating the reference.
 | 
						|
  static std::unique_lock<std::recursive_mutex> GetStateLock();
 | 
						|
 | 
						|
  std::vector<std::unique_ptr<ControlGroup>> groups;
 | 
						|
 | 
						|
  ciface::Core::DeviceQualifier default_device;
 | 
						|
};
 |