ImGuiManager: Use PromptFont icons for input OSD
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@ -14,6 +14,8 @@
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#include "common/path.h"
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#include "common/string_util.h"
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#include "IconsPromptFont.h"
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#include <array>
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#ifdef _DEBUG
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@ -261,25 +263,25 @@ std::unique_ptr<GunCon> GunCon::Create(u32 index)
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}
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static const Controller::ControllerBindingInfo s_binding_info[] = {
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#define BUTTON(name, display_name, binding, genb) \
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#define BUTTON(name, display_name, icon_name, binding, genb) \
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{ \
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name, display_name, static_cast<u32>(binding), InputBindingInfo::Type::Button, genb \
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name, display_name, icon_name, static_cast<u32>(binding), InputBindingInfo::Type::Button, genb \
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}
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#define HALFAXIS(name, display_name, binding, genb) \
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#define HALFAXIS(name, display_name, icon_name, binding, genb) \
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{ \
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name, display_name, static_cast<u32>(binding), InputBindingInfo::Type::HalfAxis, genb \
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name, display_name, icon_name, static_cast<u32>(binding), InputBindingInfo::Type::HalfAxis, genb \
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}
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// clang-format off
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BUTTON("Trigger", TRANSLATE_NOOP("GunCon", "Trigger"), GunCon::Binding::Trigger, GenericInputBinding::R2),
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BUTTON("ShootOffscreen", TRANSLATE_NOOP("GunCon", "Shoot Offscreen"), GunCon::Binding::ShootOffscreen, GenericInputBinding::L2),
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BUTTON("A", TRANSLATE_NOOP("GunCon", "A"), GunCon::Binding::A, GenericInputBinding::Cross),
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BUTTON("B", TRANSLATE_NOOP("GunCon", "B"), GunCon::Binding::B, GenericInputBinding::Circle),
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BUTTON("Trigger", TRANSLATE_NOOP("GunCon", "Trigger"), nullptr, GunCon::Binding::Trigger, GenericInputBinding::R2),
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BUTTON("ShootOffscreen", TRANSLATE_NOOP("GunCon", "Shoot Offscreen"), nullptr, GunCon::Binding::ShootOffscreen, GenericInputBinding::L2),
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BUTTON("A", TRANSLATE_NOOP("GunCon", "A"), ICON_PF_BUTTON_A, GunCon::Binding::A, GenericInputBinding::Cross),
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BUTTON("B", TRANSLATE_NOOP("GunCon", "B"), ICON_PF_BUTTON_B, GunCon::Binding::B, GenericInputBinding::Circle),
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HALFAXIS("RelativeLeft", TRANSLATE_NOOP("GunCon", "Relative Left"), GunCon::Binding::RelativeLeft, GenericInputBinding::Unknown),
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HALFAXIS("RelativeRight", TRANSLATE_NOOP("GunCon", "Relative Right"), GunCon::Binding::RelativeRight, GenericInputBinding::Unknown),
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HALFAXIS("RelativeUp", TRANSLATE_NOOP("GunCon", "Relative Up"), GunCon::Binding::RelativeUp, GenericInputBinding::Unknown),
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HALFAXIS("RelativeDown", TRANSLATE_NOOP("GunCon", "Relative Down"), GunCon::Binding::RelativeDown, GenericInputBinding::Unknown),
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HALFAXIS("RelativeLeft", TRANSLATE_NOOP("GunCon", "Relative Left"), ICON_PF_ANALOG_LEFT, GunCon::Binding::RelativeLeft, GenericInputBinding::Unknown),
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HALFAXIS("RelativeRight", TRANSLATE_NOOP("GunCon", "Relative Right"), ICON_PF_ANALOG_RIGHT, GunCon::Binding::RelativeRight, GenericInputBinding::Unknown),
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HALFAXIS("RelativeUp", TRANSLATE_NOOP("GunCon", "Relative Up"), ICON_PF_ANALOG_UP, GunCon::Binding::RelativeUp, GenericInputBinding::Unknown),
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HALFAXIS("RelativeDown", TRANSLATE_NOOP("GunCon", "Relative Down"), ICON_PF_ANALOG_DOWN, GunCon::Binding::RelativeDown, GenericInputBinding::Unknown),
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// clang-format on
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#undef BUTTON
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@ -301,7 +303,7 @@ static const SettingInfo s_settings[] = {
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"%.0f%%", nullptr, 100.0f}};
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const Controller::ControllerInfo GunCon::INFO = {
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ControllerType::GunCon, "GunCon", TRANSLATE_NOOP("ControllerType", "GunCon"),
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ControllerType::GunCon, "GunCon", TRANSLATE_NOOP("ControllerType", "GunCon"), nullptr,
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s_binding_info, s_settings, Controller::VibrationCapabilities::NoVibration};
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void GunCon::LoadSettings(SettingsInterface& si, const char* section)
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