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Minor initialization cleanups
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976190cd4d
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@ -28,7 +28,7 @@ struct Point {
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// Resolved bounds on screen after layout.
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struct Bounds {
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Bounds() : x(0), y(0), w(0), h(0) {}
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Bounds() : x(0.0f), y(0.0f), w(0.0f), h(0.0f) {}
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Bounds(float x_, float y_, float w_, float h_) : x(x_), y(y_), w(w_), h(h_) {}
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bool Contains(float px, float py) const {
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@ -372,7 +372,7 @@ class CallbackColorTween;
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class View {
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public:
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View(LayoutParams *layoutParams = 0) : layoutParams_(layoutParams), visibility_(V_VISIBLE), measuredWidth_(0), measuredHeight_(0), enabledPtr_(0), enabled_(true), enabledMeansDisabled_(false) {
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View(LayoutParams *layoutParams = 0) : layoutParams_(layoutParams) {
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if (!layoutParams)
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layoutParams_.reset(new LayoutParams());
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}
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@ -481,22 +481,22 @@ protected:
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std::unique_ptr<LayoutParams> layoutParams_;
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std::string tag_;
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Visibility visibility_;
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Visibility visibility_ = V_VISIBLE;
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// Results of measure pass. Set these in Measure.
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float measuredWidth_;
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float measuredHeight_;
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float measuredWidth_ = 0.0f;
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float measuredHeight_ = 0.0f;
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// Outputs of layout. X/Y are absolute screen coordinates, hierarchy is "gone" here.
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Bounds bounds_;
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Bounds bounds_{};
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std::vector<Tween *> tweens_;
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private:
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std::function<bool()> enabledFunc_;
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bool *enabledPtr_;
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bool enabled_;
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bool enabledMeansDisabled_;
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bool *enabledPtr_ = nullptr;
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bool enabled_ = true;
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bool enabledMeansDisabled_ = false;
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DISALLOW_COPY_AND_ASSIGN(View);
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};
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@ -46,7 +46,7 @@ private:
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int lastNonDeadzoneDeviceID_[2]{};
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float history[2][2] = {};
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float history[2][2]{};
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// Mappable auto-rotation. Useful for keyboard/dpad->analog in a few games.
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bool autoRotatingAnalogCW_ = false;
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@ -34,7 +34,7 @@ class SingleControlMapper;
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class ControlMappingScreen : public UIDialogScreenWithGameBackground {
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public:
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ControlMappingScreen(const Path &gamePath) : UIDialogScreenWithGameBackground(gamePath) {}
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explicit ControlMappingScreen(const Path &gamePath) : UIDialogScreenWithGameBackground(gamePath) {}
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const char *tag() const override { return "ControlMapping"; }
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protected:
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@ -49,7 +49,7 @@ private:
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void dialogFinished(const Screen *dialog, DialogResult result) override;
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UI::ScrollView *rightScroll_;
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UI::ScrollView *rightScroll_ = nullptr;
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std::vector<SingleControlMapper *> mappers_;
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int keyMapGeneration_ = -1;
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};
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@ -57,9 +57,7 @@ private:
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class KeyMappingNewKeyDialog : public PopupScreen {
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public:
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explicit KeyMappingNewKeyDialog(int btn, bool replace, std::function<void(KeyDef)> callback, std::shared_ptr<I18NCategory> i18n)
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: PopupScreen(i18n->T("Map Key"), "Cancel", ""), callback_(callback) {
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pspBtn_ = btn;
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}
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: PopupScreen(i18n->T("Map Key"), "Cancel", ""), pspBtn_(btn), callback_(callback) {}
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const char *tag() const override { return "KeyMappingNewKey"; }
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@ -85,9 +83,7 @@ private:
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class KeyMappingNewMouseKeyDialog : public PopupScreen {
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public:
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KeyMappingNewMouseKeyDialog(int btn, bool replace, std::function<void(KeyDef)> callback, std::shared_ptr<I18NCategory> i18n)
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: PopupScreen(i18n->T("Map Mouse"), "", ""), callback_(callback), mapped_(false) {
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pspBtn_ = btn;
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}
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: PopupScreen(i18n->T("Map Mouse"), "", ""), pspBtn_(btn), callback_(callback), mapped_(false) {}
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const char *tag() const override { return "KeyMappingNewMouseKey"; }
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@ -308,13 +308,8 @@ private:
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class SnapGrid : public UI::View {
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public:
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SnapGrid(int leftMargin, int rightMargin, int topMargin, int bottomMargin, u32 color) {
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x1 = leftMargin;
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x2 = rightMargin;
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y1 = topMargin;
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y2 = bottomMargin;
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col = color;
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}
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SnapGrid(int leftMargin, int rightMargin, int topMargin, int bottomMargin, u32 color)
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: UI::View(), x1(leftMargin), x2(rightMargin), y1(topMargin), y2(bottomMargin), col(color) {}
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void Draw(UIContext &dc) override {
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if (g_Config.bTouchSnapToGrid) {
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@ -602,7 +597,7 @@ UI::EventReturn TouchControlLayoutScreen::OnMode(UI::EventParams &e) {
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}
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void TouchControlLayoutScreen::update() {
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UIDialogScreenWithBackground::update();
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UIDialogScreenWithGameBackground::update();
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// TODO: We really, really need a cleaner solution for creating sub-views
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// of custom compound controls.
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