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Remove hard-coded accept and cancel buttons.
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parent
92dd9cd798
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a8b45a68b9
@ -1,5 +1,6 @@
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#include "input/input_state.h"
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#include "input/keycodes.h"
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#include <vector>
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const char *GetDeviceName(int deviceId) {
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switch (deviceId) {
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@ -41,6 +42,14 @@ int MapPadButtonFixed(int keycode) {
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}
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}
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std::vector<keycode_t> confirmKeys;
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std::vector<keycode_t> cancelKeys;
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void SetConfirmCancelKeys(std::vector<keycode_t> confirm, std::vector<keycode_t> cancel) {
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confirmKeys = confirm;
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cancelKeys = cancel;
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}
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uint32_t ButtonTracker::Update() {
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pad_buttons_ |= pad_buttons_async_set;
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pad_buttons_ &= ~pad_buttons_async_clear;
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@ -11,7 +11,9 @@
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#include "math/lin/vec3.h"
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#include "base/mutex.h"
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#include "base/basictypes.h"
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#include "input/keycodes.h"
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#include <map>
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#include <vector>
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// Default device IDs
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@ -175,4 +177,9 @@ private:
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};
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// Platforms should call g_buttonTracker.Process().
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extern ButtonTracker g_buttonTracker;
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extern ButtonTracker g_buttonTracker;
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// Is there a nicer place for this stuff? It's here to avoid dozens of linking errors in UnitTest..
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extern std::vector<keycode_t> confirmKeys;
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extern std::vector<keycode_t> cancelKeys;
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void SetConfirmCancelKeys(std::vector<keycode_t> confirm, std::vector<keycode_t> cancel);
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@ -187,11 +187,11 @@ void Clickable::Touch(const TouchInput &input) {
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// TODO: O/X confirm preference for xperia play?
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bool IsAcceptKeyCode(int keyCode) {
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return keyCode == NKCODE_SPACE || keyCode == NKCODE_ENTER || keyCode == NKCODE_Z || keyCode == NKCODE_BUTTON_A || keyCode == NKCODE_BUTTON_CROSS || keyCode == NKCODE_BUTTON_1;
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return std::find(confirmKeys.begin(), confirmKeys.end(), (keycode_t)keyCode) != confirmKeys.end();
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}
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bool IsEscapeKeyCode(int keyCode) {
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return keyCode == NKCODE_ESCAPE || keyCode == NKCODE_BACK || keyCode == NKCODE_BUTTON_CIRCLE || keyCode == NKCODE_BUTTON_B || keyCode == NKCODE_BUTTON_2;
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return std::find(cancelKeys.begin(), cancelKeys.end(), (keycode_t)keyCode) != cancelKeys.end();
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}
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void Clickable::Key(const KeyInput &key) {
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