fixup! Refactor input system
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416faa20d1
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@ -19,11 +19,11 @@ const std::array<KeyTarget, Settings::NativeInput::NUM_INPUTS> mapping_targets =
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Service::HID::PAD_UP, Service::HID::PAD_DOWN, Service::HID::PAD_LEFT, Service::HID::PAD_RIGHT,
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Service::HID::PAD_C_UP, Service::HID::PAD_C_DOWN, Service::HID::PAD_C_LEFT, Service::HID::PAD_C_RIGHT,
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IndirectTarget::CIRCLE_PAD_UP,
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IndirectTarget::CIRCLE_PAD_DOWN,
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IndirectTarget::CIRCLE_PAD_LEFT,
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IndirectTarget::CIRCLE_PAD_RIGHT,
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IndirectTarget::CIRCLE_PAD_MODIFIER,
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IndirectTarget::CirclePadUp,
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IndirectTarget::CirclePadDown,
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IndirectTarget::CirclePadLeft,
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IndirectTarget::CirclePadRight,
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IndirectTarget::CirclePadModifier,
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}};
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static std::map<HostDeviceKey, KeyTarget> key_map;
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@ -79,23 +79,23 @@ void PressKey(EmuWindow& emu_window, HostDeviceKey key) {
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emu_window.ButtonPressed({{target->second.target.direct_target_hex}});
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} else {
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switch (target->second.target.indirect_target) {
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case IndirectTarget::CIRCLE_PAD_UP:
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case IndirectTarget::CirclePadUp:
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circle_pad_up = true;
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UpdateCirclePad(emu_window);
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break;
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case IndirectTarget::CIRCLE_PAD_DOWN:
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case IndirectTarget::CirclePadDown:
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circle_pad_down = true;
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UpdateCirclePad(emu_window);
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break;
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case IndirectTarget::CIRCLE_PAD_LEFT:
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case IndirectTarget::CirclePadLeft:
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circle_pad_left = true;
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UpdateCirclePad(emu_window);
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break;
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case IndirectTarget::CIRCLE_PAD_RIGHT:
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case IndirectTarget::CirclePadRight:
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circle_pad_right = true;
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UpdateCirclePad(emu_window);
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break;
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case IndirectTarget::CIRCLE_PAD_MODIFIER:
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case IndirectTarget::CirclePadModifier:
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circle_pad_modifier = true;
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UpdateCirclePad(emu_window);
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break;
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@ -112,23 +112,23 @@ void ReleaseKey(EmuWindow& emu_window,HostDeviceKey key) {
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emu_window.ButtonReleased({{target->second.target.direct_target_hex}});
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} else {
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switch (target->second.target.indirect_target) {
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case IndirectTarget::CIRCLE_PAD_UP:
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case IndirectTarget::CirclePadUp:
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circle_pad_up = false;
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UpdateCirclePad(emu_window);
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break;
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case IndirectTarget::CIRCLE_PAD_DOWN:
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case IndirectTarget::CirclePadDown:
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circle_pad_down = false;
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UpdateCirclePad(emu_window);
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break;
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case IndirectTarget::CIRCLE_PAD_LEFT:
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case IndirectTarget::CirclePadLeft:
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circle_pad_left = false;
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UpdateCirclePad(emu_window);
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break;
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case IndirectTarget::CIRCLE_PAD_RIGHT:
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case IndirectTarget::CirclePadRight:
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circle_pad_right = false;
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UpdateCirclePad(emu_window);
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break;
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case IndirectTarget::CIRCLE_PAD_MODIFIER:
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case IndirectTarget::CirclePadModifier:
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circle_pad_modifier = false;
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UpdateCirclePad(emu_window);
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break;
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@ -12,12 +12,16 @@ class EmuWindow;
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namespace KeyMap {
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/**
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* Represents a key mapping target that are not 3DS real buttons.
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* They will be handled by KeyMap and translated to 3DS input.
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*/
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enum class IndirectTarget {
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CIRCLE_PAD_UP,
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CIRCLE_PAD_DOWN,
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CIRCLE_PAD_LEFT,
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CIRCLE_PAD_RIGHT,
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CIRCLE_PAD_MODIFIER,
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CirclePadUp,
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CirclePadDown,
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CirclePadLeft,
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CirclePadRight,
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CirclePadModifier,
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};
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/**
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