UI: Massive revamp, new features and improvements
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@ -1,10 +1,10 @@
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#include "digital_controller.h"
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#include "common/assert.h"
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#include "host_interface.h"
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#include "host.h"
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#include "system.h"
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#include "util/state_wrapper.h"
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DigitalController::DigitalController() = default;
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DigitalController::DigitalController(u32 index) : Controller(index) {}
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DigitalController::~DigitalController() = default;
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@ -13,16 +13,6 @@ ControllerType DigitalController::GetType() const
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return ControllerType::DigitalController;
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}
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std::optional<s32> DigitalController::GetAxisCodeByName(std::string_view axis_name) const
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{
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return StaticGetAxisCodeByName(axis_name);
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}
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std::optional<s32> DigitalController::GetButtonCodeByName(std::string_view button_name) const
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{
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return StaticGetButtonCodeByName(button_name);
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}
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void DigitalController::Reset()
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{
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m_transfer_state = TransferState::Idle;
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@ -42,18 +32,25 @@ bool DigitalController::DoState(StateWrapper& sw, bool apply_input_state)
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return true;
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}
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bool DigitalController::GetButtonState(s32 button_code) const
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float DigitalController::GetBindState(u32 index) const
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{
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if (button_code < 0 || button_code >= static_cast<s32>(Button::Count))
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return false;
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const u16 bit = u16(1) << static_cast<u8>(button_code);
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return ((m_button_state & bit) == 0);
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if (index < static_cast<u32>(Button::Count))
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{
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return static_cast<float>(((m_button_state >> index) & 1u) ^ 1u);
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}
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else
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{
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return 0.0f;
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}
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}
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void DigitalController::SetButtonState(Button button, bool pressed)
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void DigitalController::SetBindState(u32 index, float value)
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{
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const u16 bit = u16(1) << static_cast<u8>(button);
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if (index >= static_cast<u32>(Button::Count))
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return;
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const bool pressed = (value >= 0.5f);
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const u16 bit = u16(1) << static_cast<u8>(index);
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if (pressed)
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{
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if (m_button_state & bit)
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@ -70,14 +67,6 @@ void DigitalController::SetButtonState(Button button, bool pressed)
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}
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}
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void DigitalController::SetButtonState(s32 button_code, bool pressed)
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{
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if (button_code < 0 || button_code >= static_cast<s32>(Button::Count))
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return;
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SetButtonState(static_cast<Button>(button_code), pressed);
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}
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u32 DigitalController::GetButtonStateBits() const
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{
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return m_button_state ^ 0xFFFF;
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@ -146,87 +135,53 @@ bool DigitalController::Transfer(const u8 data_in, u8* data_out)
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}
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}
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std::unique_ptr<DigitalController> DigitalController::Create()
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std::unique_ptr<DigitalController> DigitalController::Create(u32 index)
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{
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return std::make_unique<DigitalController>();
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return std::make_unique<DigitalController>(index);
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}
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std::optional<s32> DigitalController::StaticGetAxisCodeByName(std::string_view button_name)
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{
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return std::nullopt;
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}
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std::optional<s32> DigitalController::StaticGetButtonCodeByName(std::string_view button_name)
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{
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#define BUTTON(name) \
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if (button_name == #name) \
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static const Controller::ControllerBindingInfo s_binding_info[] = {
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#define BUTTON(name, display_name, button, genb) \
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{ \
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return static_cast<s32>(ZeroExtend32(static_cast<u8>(Button::name))); \
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name, display_name, static_cast<u32>(button), Controller::ControllerBindingType::Button, genb \
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}
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BUTTON(Select);
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BUTTON(L3);
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BUTTON(R3);
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BUTTON(Start);
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BUTTON(Up);
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BUTTON(Right);
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BUTTON(Down);
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BUTTON(Left);
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BUTTON(L2);
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BUTTON(R2);
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BUTTON(L1);
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BUTTON(R1);
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BUTTON(Triangle);
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BUTTON(Circle);
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BUTTON(Cross);
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BUTTON(Square);
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return std::nullopt;
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BUTTON("Up", "D-Pad Up", DigitalController::Button::Up, GenericInputBinding::DPadUp),
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BUTTON("Right", "D-Pad Right", DigitalController::Button::Right, GenericInputBinding::DPadRight),
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BUTTON("Down", "D-Pad Down", DigitalController::Button::Down, GenericInputBinding::DPadDown),
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BUTTON("Left", "D-Pad Left", DigitalController::Button::Left, GenericInputBinding::DPadLeft),
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BUTTON("Triangle", "Triangle", DigitalController::Button::Triangle, GenericInputBinding::Triangle),
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BUTTON("Circle", "Circle", DigitalController::Button::Circle, GenericInputBinding::Circle),
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BUTTON("Cross", "Cross", DigitalController::Button::Cross, GenericInputBinding::Cross),
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BUTTON("Square", "Square", DigitalController::Button::Square, GenericInputBinding::Square),
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BUTTON("Select", "Select", DigitalController::Button::Select, GenericInputBinding::Select),
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BUTTON("Start", "Start", DigitalController::Button::Start, GenericInputBinding::Start),
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BUTTON("L1", "L1", DigitalController::Button::L1, GenericInputBinding::L1),
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BUTTON("R1", "R1", DigitalController::Button::R1, GenericInputBinding::R1),
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BUTTON("L2", "L2", DigitalController::Button::L2, GenericInputBinding::L2),
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BUTTON("R2", "R2", DigitalController::Button::R2, GenericInputBinding::R2),
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#undef BUTTON
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}
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};
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Controller::AxisList DigitalController::StaticGetAxisNames()
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{
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return {};
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}
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static const SettingInfo s_settings[] = {
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{SettingInfo::Type::Boolean, "ForcePopnControllerMode",
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TRANSLATABLE("DigitalController", "Force Pop'n Controller Mode"),
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TRANSLATABLE("DigitalController", "Forces the Digital Controller to act as a Pop'n Controller."), "false"}};
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Controller::ButtonList DigitalController::StaticGetButtonNames()
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{
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return {{TRANSLATABLE("DigitalController", "Up"), static_cast<s32>(Button::Up)},
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{TRANSLATABLE("DigitalController", "Down"), static_cast<s32>(Button::Down)},
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{TRANSLATABLE("DigitalController", "Left"), static_cast<s32>(Button::Left)},
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{TRANSLATABLE("DigitalController", "Right"), static_cast<s32>(Button::Right)},
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{TRANSLATABLE("DigitalController", "Select"), static_cast<s32>(Button::Select)},
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{TRANSLATABLE("DigitalController", "Start"), static_cast<s32>(Button::Start)},
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{TRANSLATABLE("DigitalController", "Triangle"), static_cast<s32>(Button::Triangle)},
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{TRANSLATABLE("DigitalController", "Cross"), static_cast<s32>(Button::Cross)},
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{TRANSLATABLE("DigitalController", "Circle"), static_cast<s32>(Button::Circle)},
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{TRANSLATABLE("DigitalController", "Square"), static_cast<s32>(Button::Square)},
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{TRANSLATABLE("DigitalController", "L1"), static_cast<s32>(Button::L1)},
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{TRANSLATABLE("DigitalController", "L2"), static_cast<s32>(Button::L2)},
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{TRANSLATABLE("DigitalController", "R1"), static_cast<s32>(Button::R1)},
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{TRANSLATABLE("DigitalController", "R2"), static_cast<s32>(Button::R2)}};
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}
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const Controller::ControllerInfo DigitalController::INFO = {ControllerType::DigitalController,
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"DigitalController",
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TRANSLATABLE("ControllerType", "Digital Controller"),
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s_binding_info,
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countof(s_binding_info),
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s_settings,
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countof(s_settings),
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Controller::VibrationCapabilities::NoVibration};
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u32 DigitalController::StaticGetVibrationMotorCount()
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void DigitalController::LoadSettings(SettingsInterface& si, const char* section)
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{
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return 0;
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}
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Controller::SettingList DigitalController::StaticGetSettings()
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{
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static constexpr std::array<SettingInfo, 1> settings = {
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{{SettingInfo::Type::Boolean, "ForcePopnControllerMode",
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TRANSLATABLE("DigitalController", "Force Pop'n Controller Mode"),
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TRANSLATABLE("DigitalController", "Forces the Digital Controller to act as a Pop'n Controller."), "false"}}};
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return SettingList(settings.begin(), settings.end());
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}
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void DigitalController::LoadSettings(const char* section)
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{
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Controller::LoadSettings(section);
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m_popn_controller_mode = g_host_interface->GetBoolSettingValue(section, "ForcePopnControllerMode", false);
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Controller::LoadSettings(si, section);
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m_popn_controller_mode = si.GetBoolValue(section, "ForcePopnControllerMode", false);
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}
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u8 DigitalController::GetButtonsLSBMask() const
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