FullscreenUI: Use icon font for bindings
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@ -15,6 +15,23 @@ class SettingsInterface;
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class XInputSource final : public InputSource
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{
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public:
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enum : u32
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{
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NUM_CONTROLLERS = XUSER_MAX_COUNT, // 4
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NUM_BUTTONS = 15,
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};
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enum : u32
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{
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AXIS_LEFTX,
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AXIS_LEFTY,
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AXIS_RIGHTX,
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AXIS_RIGHTY,
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AXIS_LEFTTRIGGER,
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AXIS_RIGHTTRIGGER,
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NUM_AXES,
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};
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XInputSource();
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~XInputSource();
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@ -33,26 +50,10 @@ public:
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std::optional<InputBindingKey> ParseKeyString(const std::string_view& device,
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const std::string_view& binding) override;
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std::string ConvertKeyToString(InputBindingKey key) override;
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TinyString ConvertKeyToString(InputBindingKey key) override;
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TinyString ConvertKeyToIcon(InputBindingKey key) override;
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private:
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enum : u32
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{
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NUM_CONTROLLERS = XUSER_MAX_COUNT, // 4
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NUM_BUTTONS = 15,
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};
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enum : u32
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{
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AXIS_LEFTX,
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AXIS_LEFTY,
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AXIS_RIGHTX,
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AXIS_RIGHTY,
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AXIS_LEFTTRIGGER,
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AXIS_RIGHTTRIGGER,
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NUM_AXES,
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};
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struct ControllerData
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{
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XINPUT_STATE last_state;
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@ -74,8 +75,4 @@ private:
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DWORD(WINAPI* m_xinput_get_state)(DWORD, XINPUT_STATE*) = nullptr;
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DWORD(WINAPI* m_xinput_set_state)(DWORD, XINPUT_VIBRATION*) = nullptr;
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DWORD(WINAPI* m_xinput_get_capabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*) = nullptr;
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static const char* s_axis_names[NUM_AXES];
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static const char* s_button_names[NUM_BUTTONS];
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static const u16 s_button_masks[NUM_BUTTONS];
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};
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