GunCon: Add relative pointer binding
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@ -10,13 +10,19 @@
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class GunCon final : public Controller
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{
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public:
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enum class Button : u8
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enum class Binding : u8
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{
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Trigger = 0,
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A = 1,
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B = 2,
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ShootOffscreen = 3,
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Count
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ButtonCount = 4,
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RelativeLeft = 4,
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RelativeRight = 5,
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RelativeUp = 6,
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RelativeDown = 7,
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BindingCount = 8,
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};
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static const Controller::ControllerInfo INFO;
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@ -30,9 +36,8 @@ public:
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void Reset() override;
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bool DoState(StateWrapper& sw, bool apply_input_state) override;
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void LoadSettings(SettingsInterface& si, const char* section) override;
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bool GetSoftwareCursor(std::string* image_path, float* image_scale, bool* relative_mode) override;
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float GetBindState(u32 index) const override;
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void SetBindState(u32 index, float value) override;
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@ -41,8 +46,6 @@ public:
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bool Transfer(const u8 data_in, u8* data_out) override;
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private:
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void UpdatePosition();
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enum class TransferState : u8
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{
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Idle,
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@ -56,15 +59,27 @@ private:
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YMSB
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};
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std::string m_crosshair_image_path;
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float m_crosshair_image_scale = 1.0f;
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void UpdatePosition();
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// 0..1, not -1..1.
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std::pair<float, float> GetAbsolutePositionFromRelativeAxes() const;
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bool CanUseSoftwareCursor() const;
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u32 GetSoftwarePointerIndex() const;
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void UpdateSoftwarePointerPosition();
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std::string m_cursor_path;
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float m_cursor_scale = 1.0f;
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u32 m_cursor_color = 0xFFFFFFFFu;
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float m_x_scale = 1.0f;
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float m_relative_pos[4] = {};
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// buttons are active low
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u16 m_button_state = UINT16_C(0xFFFF);
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u16 m_position_x = 0;
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u16 m_position_y = 0;
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bool m_shoot_offscreen = false;
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bool m_has_relative_binds = false;
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TransferState m_transfer_state = TransferState::Idle;
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};
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