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Fix navigating the analog stick calibration screen with just a gamepad
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@ -579,15 +579,17 @@ void AnalogSetupScreen::update() {
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}
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bool AnalogSetupScreen::key(const KeyInput &key) {
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// Allow testing auto-rotation
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bool retval = UIScreen::key(key);
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// Allow testing auto-rotation. If it collides with UI keys, too bad.
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bool pauseTrigger = false;
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mapper_.Key(key, &pauseTrigger);
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if (UI::IsEscapeKey(key)) {
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TriggerFinish(DR_BACK);
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return true;
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return retval;
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}
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return true;
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return retval;
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}
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bool AnalogSetupScreen::axis(const AxisInput &axis) {
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@ -44,7 +44,6 @@ private:
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UI::EventReturn OnDefaultMapping(UI::EventParams ¶ms);
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UI::EventReturn OnClearMapping(UI::EventParams ¶ms);
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UI::EventReturn OnAutoConfigure(UI::EventParams ¶ms);
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UI::EventReturn OnTestAnalogs(UI::EventParams ¶ms);
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virtual void dialogFinished(const Screen *dialog, DialogResult result) override;
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