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settings: Add settings for multiple players and controllers
Uses the PlayerInput struct to represent all of the data that constitutes a player.
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@ -341,6 +341,46 @@ constexpr int NUM_KEYBOARD_MODS_HID = NumKeyboardMods;
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} // namespace NativeKeyboard
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using ButtonsRaw = std::array<std::string, NativeButton::NumButtons>;
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using AnalogsRaw = std::array<std::string, NativeAnalog::NumAnalogs>;
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using MouseButtonsRaw = std::array<std::string, NativeMouseButton::NumMouseButtons>;
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using KeyboardKeysRaw = std::array<std::string, NativeKeyboard::NumKeyboardKeys>;
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using KeyboardModsRaw = std::array<std::string, NativeKeyboard::NumKeyboardMods>;
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constexpr u32 JOYCON_BODY_NEON_RED = 0xFF3C28;
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constexpr u32 JOYCON_BUTTONS_NEON_RED = 0x1E0A0A;
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constexpr u32 JOYCON_BODY_NEON_BLUE = 0x0AB9E6;
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constexpr u32 JOYCON_BUTTONS_NEON_BLUE = 0x001E1E;
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enum class ControllerType {
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ProController,
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DualJoycon,
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RightJoycon,
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LeftJoycon,
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};
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struct PlayerInput {
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bool connected;
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ControllerType type;
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ButtonsRaw buttons;
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AnalogsRaw analogs;
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u32 body_color_right;
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u32 button_color_right;
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u32 body_color_left;
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u32 button_color_left;
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};
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struct TouchscreenInput {
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bool enabled;
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std::string device;
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u32 finger;
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u32 diameter_x;
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u32 diameter_y;
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u32 rotation_angle;
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};
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struct Values {
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// System
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bool use_docked_mode;
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@ -350,8 +390,8 @@ struct Values {
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s32 language_index;
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// Controls
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std::array<std::string, NativeButton::NumButtons> buttons;
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std::array<std::string, NativeAnalog::NumAnalogs> analogs;
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std::array<PlayerInput, 10> players;
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bool mouse_enabled;
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std::string mouse_device;
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MouseButtonsRaw mouse_buttons;
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@ -359,8 +399,13 @@ struct Values {
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bool keyboard_enabled;
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KeyboardKeysRaw keyboard_keys;
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KeyboardModsRaw keyboard_mods;
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bool debug_pad_enabled;
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ButtonsRaw debug_pad_buttons;
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AnalogsRaw debug_pad_analogs;
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std::string motion_device;
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std::string touch_device;
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TouchscreenInput touchscreen;
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std::atomic_bool is_device_reload_pending{true};
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// Core
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