Merge pull request 'input: expose unmapped button state' (#2) from Nesuwu/4JLibs:master into master
Reviewed-on: https://git.neolegacy.dev/neoStudiosLCE/4JLibs/pulls/2
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@@ -100,6 +100,7 @@ public:
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void SetGameJoypadMaps(unsigned char ucMap, unsigned char ucAction, unsigned int uiActionVal);
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unsigned int GetGameJoypadMaps(unsigned char ucMap, unsigned char ucAction);
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unsigned int GetGameJoypadMapsRaw(unsigned char ucMap, unsigned char ucAction);
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void SetJoypadMapVal(int iPad, unsigned char ucMap);
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unsigned char GetJoypadMapVal(int iPad);
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@@ -115,6 +116,11 @@ public:
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bool ButtonReleased(int iPad, unsigned char ucAction); // toggled
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bool ButtonDown(int iPad, unsigned char ucAction = 255); // button held down
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// unmapped, unswapped button words - for anything that needs to know which physical
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// button moved rather than which action fired
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unsigned int GetRawButtons(int iPad);
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unsigned int GetRawButtonsPressed(int iPad);
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float GetJoypadStick_Menu_LX(unsigned char ucPad);
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float GetJoypadStick_Menu_LY(unsigned char ucPad);
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float GetJoypadStick_Menu_RX(unsigned char ucPad);
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@@ -54,6 +54,11 @@ unsigned int C_4JInput::GetGameJoypadMaps(unsigned char ucMap, unsigned char ucA
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return InternalInputManager.GetGameJoypadMaps(ucMap, ucAction);
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}
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unsigned int C_4JInput::GetGameJoypadMapsRaw(unsigned char ucMap, unsigned char ucAction)
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{
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return InternalInputManager.GetGameJoypadMapsRaw(ucMap, ucAction);
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}
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void C_4JInput::SetJoypadMapVal(int iPad, unsigned char ucMap)
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{
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InternalInputManager.SetJoypadMapVal(iPad, ucMap);
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@@ -89,6 +94,21 @@ bool C_4JInput::ButtonDown(int iPad, unsigned char ucAction)
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return InternalInputManager.ButtonDown(iPad, ucAction);
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}
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unsigned int C_4JInput::GetRawButtons(int iPad)
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{
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return InternalInputManager.GetRawButtons(iPad);
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}
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unsigned int C_4JInput::GetRawButtonsPressed(int iPad)
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{
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return InternalInputManager.GetRawButtonsPressed(iPad);
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}
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unsigned int C_4JInput::ApplyButtonSwap(int iPad, unsigned int uiInput)
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{
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return InternalInputManager.ApplyButtonSwap(iPad, uiInput);
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}
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void C_4JInput::SetJoypadStickAxisMap(int iPad, unsigned int uiFrom, unsigned int uiTo)
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{
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InternalInputManager.SetJoypadStickAxisMap(iPad, uiFrom, uiTo);
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@@ -298,6 +298,26 @@ unsigned int CInput::GetGameJoypadMaps(unsigned char ucMap, unsigned char ucActi
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return ApplyButtonSwap(0, uiVal);
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}
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unsigned int CInput::GetGameJoypadMapsRaw(unsigned char ucMap, unsigned char ucAction)
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{
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assert(ucMap < m_ucJoypadMapC);
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assert(ucAction < m_ucJoypadMapActionC);
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return m_JoypadMap[ucMap][ucAction];
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}
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unsigned int CInput::GetRawButtons(int iPad)
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{
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if (iPad < 0 || iPad >= MAX_JOYPADS) return 0;
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return m_Joypads[iPad].m_uiButtons;
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}
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unsigned int CInput::GetRawButtonsPressed(int iPad)
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{
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if (iPad < 0 || iPad >= MAX_JOYPADS) return 0;
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return (unsigned int)m_Joypads[iPad].m_uiButtonsPressed;
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}
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void CInput::SetJoypadMapVal(int iPad, unsigned char ucMap)
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{
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m_bJoypadMapArrayIsSetup = true;
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@@ -82,6 +82,7 @@ public:
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void SetDeadzoneAndMovementRange(unsigned int uiDeadzone, unsigned int uiMovementRangeMax);
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void SetGameJoypadMaps(unsigned char ucMap, unsigned char ucAction, unsigned int uiActionVal);
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unsigned int GetGameJoypadMaps(unsigned char ucMap, unsigned char ucAction);
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unsigned int GetGameJoypadMapsRaw(unsigned char ucMap, unsigned char ucAction);
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void SetJoypadMapVal(int iPad, unsigned char ucMap);
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unsigned char GetJoypadMapVal(int iPad);
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void SetJoypadSensitivity(int iPad, float fSensitivity);
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@@ -89,6 +90,9 @@ public:
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bool ButtonPressed(int iPad, unsigned char ucAction = 255); // toggled
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bool ButtonReleased(int iPad, unsigned char ucAction); //toggled
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bool ButtonDown(int iPad, unsigned char ucAction = 255); // button held down
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unsigned int GetRawButtons(int iPad);
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unsigned int GetRawButtonsPressed(int iPad);
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unsigned int ApplyButtonSwap(int iPad, unsigned int uiInput);
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// Functions to remap the axis and triggers for in-game (not menus) - SouthPaw, etc
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void SetJoypadStickAxisMap(int iPad, unsigned int uiFrom, unsigned int uiTo);
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void SetJoypadStickTriggerMap(int iPad, unsigned int uiFrom, unsigned int uiTo);
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