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https://github.com/hrydgard/ppsspp.git
synced 2025-02-07 14:19:19 +00:00
Don't need two SetCallback functions.
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@ -87,15 +87,13 @@ void ControlMapper::SetCallbacks(
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std::function<void(int, float)> onVKeyAnalog,
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std::function<void(uint32_t, uint32_t)> setAllPSPButtonStates,
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std::function<void(int, bool)> setPSPButtonState,
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std::function<void(int, float, float)> setPSPAnalog) {
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std::function<void(int, float, float)> setPSPAnalog,
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std::function<void(int, float, float)> setRawAnalog) {
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onVKey_ = onVKey;
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onVKeyAnalog_ = onVKeyAnalog;
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setAllPSPButtonStates_ = setAllPSPButtonStates;
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setPSPButtonState_ = setPSPButtonState;
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setPSPAnalog_ = setPSPAnalog;
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}
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void ControlMapper::SetRawCallback(std::function<void(int, float, float)> setRawAnalog) {
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setRawAnalog_ = setRawAnalog;
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}
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@ -18,21 +18,21 @@ public:
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bool Key(const KeyInput &key, bool *pauseTrigger);
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void Axis(const AxisInput &axis);
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// Required callbacks
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// Required callbacks.
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// TODO: These are so many now that a virtual interface might be more appropriate..
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void SetCallbacks(
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std::function<void(int, bool)> onVKey,
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std::function<void(int, float)> onVKeyAnalog,
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std::function<void(uint32_t, uint32_t)> setAllPSPButtonStates_,
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std::function<void(int, bool)> setPSPButtonState,
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std::function<void(int, float, float)> setPSPAnalog);
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std::function<void(int, float, float)> setPSPAnalog,
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std::function<void(int, float, float)> setRawAnalog);
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// Inject raw PSP key input directly, such as from touch screen controls.
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// Combined with the mapped input.
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// Combined with the mapped input. Unlike __Ctrl APIs, this supports
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// virtual key codes, though not analog mappings.
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void PSPKey(int deviceId, int pspKeyCode, int flags);
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// Optional callback, only used in config
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void SetRawCallback(std::function<void(int, float, float)> setRawAnalog);
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private:
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bool UpdatePSPState(const InputMapping &changedMapping);
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@ -454,13 +454,13 @@ AnalogSetupScreen::AnalogSetupScreen(const Path &gamePath) : UIDialogScreenWithG
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[&](uint32_t bitsToSet, uint32_t bitsToClear) {},
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[&](int button, bool down) {},
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[&](int stick, float x, float y) {
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analogX_[stick] = x;
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analogY_[stick] = y;
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});
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mapper_.SetRawCallback([&](int stick, float x, float y) {
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rawX_[stick] = x;
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rawY_[stick] = y;
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});
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analogX_[stick] = x;
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analogY_[stick] = y;
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},
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[&](int stick, float x, float y) {
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rawX_[stick] = x;
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rawY_[stick] = y;
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});
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}
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void AnalogSetupScreen::update() {
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@ -188,7 +188,8 @@ EmuScreen::EmuScreen(const Path &filename)
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__CtrlButtonUp(pspButton);
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}
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},
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&SetPSPAnalog);
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&SetPSPAnalog,
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nullptr);
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// Make sure we don't leave it at powerdown after the last game.
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// TODO: This really should be handled elsewhere if it isn't.
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