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input_common/touch_from_button: Implement mapping a input combination to a touch point.
This commit deals with the actual implementation, the configuration and UI stuff is kept seperate.
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@ -2,6 +2,7 @@
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "common/string_util.h"
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#include "core/3ds.h"
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#include "core/settings.h"
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#include "input_common/touch_from_button.h"
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@ -17,8 +18,21 @@ public:
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.touch_from_button_map_index]
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.buttons) {
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std::vector<std::string> buttons{config_entry};
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if (config_entry.find("[") != std::string::npos) {
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Common::SplitString(
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config_entry.substr(config_entry.find("[") + 1,
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config_entry.find("]") - (config_entry.find("[") + 1)),
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'|', buttons);
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}
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std::vector<std::unique_ptr<Input::ButtonDevice>> devices{};
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for (auto& button : buttons) {
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devices.emplace_back(Input::CreateDevice<Input::ButtonDevice>(button));
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}
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const Common::ParamPackage package{config_entry};
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map.emplace_back(Input::CreateDevice<Input::ButtonDevice>(config_entry),
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map.emplace_back(std::move(devices),
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std::clamp(package.Get("x", 0), 0, Core::kScreenBottomWidth),
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std::clamp(package.Get("y", 0), 0, Core::kScreenBottomHeight));
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}
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@ -26,7 +40,13 @@ public:
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std::tuple<float, float, bool> GetStatus() const override {
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for (const auto& m : map) {
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const bool state = std::get<0>(m)->GetStatus();
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bool state = true;
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for (const auto& device : std::get<0>(m)) {
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state &= device->GetStatus();
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if (!state) {
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break;
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}
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}
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if (state) {
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const float x = static_cast<float>(std::get<1>(m)) / Core::kScreenBottomWidth;
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const float y = static_cast<float>(std::get<2>(m)) / Core::kScreenBottomHeight;
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@ -37,7 +57,8 @@ public:
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}
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private:
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std::vector<std::tuple<std::unique_ptr<Input::ButtonDevice>, int, int>> map; // button, x, y
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std::vector<std::tuple<std::vector<std::unique_ptr<Input::ButtonDevice>>, int, int>>
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map; // buttons, x, y
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};
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std::unique_ptr<Input::TouchDevice> TouchFromButtonFactory::Create(
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