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Qt: Implement hotkeys (+ configuration)
This commit is contained in:
363
Source/Core/DolphinQt2/HotkeyScheduler.cpp
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363
Source/Core/DolphinQt2/HotkeyScheduler.cpp
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// Copyright 2017 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "DolphinQt2/HotkeyScheduler.h"
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#include <algorithm>
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#include <thread>
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#include <QCoreApplication>
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#include "AudioCommon/AudioCommon.h"
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#include "Common/Thread.h"
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#include "Core/Core.h"
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#include "Core/HotkeyManager.h"
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#include "Core/IOS/IOS.h"
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#include "Core/IOS/USB/Bluetooth/BTBase.h"
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#include "Core/State.h"
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#include "DolphinQt2/MainWindow.h"
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#include "DolphinQt2/Settings.h"
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#include "InputCommon/ControllerInterface/ControllerInterface.h"
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#include "VideoCommon/VertexShaderManager.h"
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#include "VideoCommon/VideoConfig.h"
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constexpr const char* DUBOIS_ALGORITHM_SHADER = "dubois";
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HotkeyScheduler::HotkeyScheduler() : m_stop_requested(false)
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{
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HotkeyManagerEmu::Initialize();
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HotkeyManagerEmu::LoadConfig();
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HotkeyManagerEmu::Enable(true);
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}
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HotkeyScheduler::~HotkeyScheduler()
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{
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Stop();
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}
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void HotkeyScheduler::Start()
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{
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m_stop_requested.Set(false);
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m_thread = std::thread(&HotkeyScheduler::Run, this);
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}
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void HotkeyScheduler::Stop()
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{
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m_stop_requested.Set(true);
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if (m_thread.joinable())
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m_thread.join();
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}
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static bool IsHotkey(int id, bool held = false)
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{
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return HotkeyManagerEmu::IsPressed(id, held);
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}
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static void HandleFrameskipHotkeys()
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{
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constexpr int MAX_FRAME_SKIP_DELAY = 60;
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constexpr int FRAME_STEP_DELAY = 30;
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static int frame_step_count = 0;
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static int frame_step_delay = 1;
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static int frame_step_delay_count = 0;
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static bool frame_step_hold = false;
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if (IsHotkey(HK_FRAME_ADVANCE_INCREASE_SPEED))
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{
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frame_step_delay = std::min(frame_step_delay + 1, MAX_FRAME_SKIP_DELAY);
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return;
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}
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if (IsHotkey(HK_FRAME_ADVANCE_DECREASE_SPEED))
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{
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frame_step_delay = std::max(frame_step_delay - 1, 0);
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return;
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}
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if (IsHotkey(HK_FRAME_ADVANCE_RESET_SPEED))
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{
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frame_step_delay = 1;
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return;
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}
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if (IsHotkey(HK_FRAME_ADVANCE, true))
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{
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if (frame_step_delay_count < frame_step_delay && frame_step_hold)
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frame_step_delay_count++;
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// TODO GUI Update (Depends on an unimplemented feature)
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// if ((frame_step_count == 0 || frame_step_count == FRAME_STEP_DELAY) && !frame_step_hold)
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if (frame_step_count < FRAME_STEP_DELAY)
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{
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++frame_step_count;
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if (frame_step_hold)
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frame_step_hold = false;
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}
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if (frame_step_count == FRAME_STEP_DELAY && frame_step_hold &&
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frame_step_delay_count >= frame_step_delay)
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{
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frame_step_hold = false;
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frame_step_delay_count = 0;
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}
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return;
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}
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if (frame_step_count > 0)
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{
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// Reset frame advance
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frame_step_count = 0;
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frame_step_hold = false;
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frame_step_delay_count = 0;
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}
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}
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void HotkeyScheduler::Run()
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{
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while (!m_stop_requested.IsSet())
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{
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Common::SleepCurrentThread(1000 / 60);
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if (!HotkeyManagerEmu::IsEnabled())
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continue;
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if (Core::GetState() == Core::State::Uninitialized || Core::GetState() == Core::State::Paused)
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g_controller_interface.UpdateInput();
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if (Core::GetState() != Core::State::Stopping)
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{
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HotkeyManagerEmu::GetStatus();
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if (!Core::IsRunningAndStarted())
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continue;
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// Fullscreen
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if (IsHotkey(HK_FULLSCREEN))
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emit FullScreenHotkey();
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// Pause and Unpause
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if (IsHotkey(HK_PLAY_PAUSE))
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emit PauseHotkey();
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// Stop
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if (IsHotkey(HK_STOP))
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emit StopHotkey();
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// Frameskipping
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HandleFrameskipHotkeys();
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// Screenshot
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if (IsHotkey(HK_SCREENSHOT))
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emit ScreenShotHotkey();
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// Exit
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if (IsHotkey(HK_EXIT))
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emit ExitHotkey();
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// Volume
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if (IsHotkey(HK_VOLUME_DOWN))
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AudioCommon::DecreaseVolume(3);
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if (IsHotkey(HK_VOLUME_UP))
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AudioCommon::IncreaseVolume(3);
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if (IsHotkey(HK_VOLUME_TOGGLE_MUTE))
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AudioCommon::ToggleMuteVolume();
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auto& settings = Settings::Instance();
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// Wiimote
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if (settings.IsBluetoothPassthroughEnabled())
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{
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const auto ios = IOS::HLE::GetIOS();
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auto device = ios ? ios->GetDeviceByName("/dev/usb/oh1/57e/305") : nullptr;
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if (device != nullptr)
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std::static_pointer_cast<IOS::HLE::Device::BluetoothBase>(device)->UpdateSyncButtonState(
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IsHotkey(HK_TRIGGER_SYNC_BUTTON, true));
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}
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// TODO Debugging shortcuts (Separate PR)
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if (settings.IsWiiGameRunning())
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{
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int wiimote_id = -1;
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if (IsHotkey(HK_WIIMOTE1_CONNECT))
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wiimote_id = 0;
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if (IsHotkey(HK_WIIMOTE2_CONNECT))
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wiimote_id = 1;
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if (IsHotkey(HK_WIIMOTE3_CONNECT))
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wiimote_id = 2;
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if (IsHotkey(HK_WIIMOTE4_CONNECT))
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wiimote_id = 3;
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if (IsHotkey(HK_BALANCEBOARD_CONNECT))
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wiimote_id = 4;
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// TODO Implement Wiimote connecting / disconnecting (Separate PR)
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// if (wiimote_id > -1)
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}
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// Graphics
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if (IsHotkey(HK_INCREASE_IR))
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++g_Config.iEFBScale;
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if (IsHotkey(HK_DECREASE_IR))
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g_Config.iEFBScale = std::max(g_Config.iEFBScale - 1, static_cast<int>(SCALE_AUTO));
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if (IsHotkey(HK_TOGGLE_CROP))
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g_Config.bCrop = !g_Config.bCrop;
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if (IsHotkey(HK_TOGGLE_AR))
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g_Config.iAspectRatio = (g_Config.iAspectRatio + 1) & 3;
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if (IsHotkey(HK_TOGGLE_EFBCOPIES))
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g_Config.bSkipEFBCopyToRam = !g_Config.bSkipEFBCopyToRam;
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if (IsHotkey(HK_TOGGLE_FOG))
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g_Config.bDisableFog = !g_Config.bDisableFog;
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if (IsHotkey(HK_TOGGLE_DUMPTEXTURES))
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g_Config.bDumpTextures = !g_Config.bDumpTextures;
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if (IsHotkey(HK_TOGGLE_TEXTURES))
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g_Config.bHiresTextures = !g_Config.bHiresTextures;
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Core::SetIsThrottlerTempDisabled(IsHotkey(HK_TOGGLE_THROTTLE, true));
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if (IsHotkey(HK_DECREASE_EMULATION_SPEED))
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{
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auto speed = settings.GetEmulationSpeed() - 0.1;
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speed = (speed <= 0 || (speed >= 0.95 && speed <= 1.05)) ? 1.0 : speed;
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settings.SetEmulationSpeed(speed);
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}
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if (IsHotkey(HK_INCREASE_EMULATION_SPEED))
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{
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auto speed = settings.GetEmulationSpeed() + 0.1;
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speed = (speed >= 0.95 && speed <= 1.05) ? 1.0 : speed;
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settings.SetEmulationSpeed(speed);
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}
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// Slot Saving / Loading
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if (IsHotkey(HK_SAVE_STATE_SLOT_SELECTED))
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emit StateSaveSlotHotkey();
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if (IsHotkey(HK_LOAD_STATE_SLOT_SELECTED))
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emit StateLoadSlotHotkey();
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// Stereoscopy
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if (IsHotkey(HK_TOGGLE_STEREO_SBS) || IsHotkey(HK_TOGGLE_STEREO_TAB))
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{
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if (g_Config.iStereoMode != STEREO_SBS)
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{
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// Disable post-processing shader, as stereoscopy itself is currently a shader
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if (g_Config.sPostProcessingShader == DUBOIS_ALGORITHM_SHADER)
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g_Config.sPostProcessingShader = "";
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g_Config.iStereoMode = IsHotkey(HK_TOGGLE_STEREO_SBS) ? STEREO_SBS : STEREO_TAB;
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}
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else
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{
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g_Config.iStereoMode = STEREO_OFF;
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}
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}
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if (IsHotkey(HK_TOGGLE_STEREO_ANAGLYPH))
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{
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if (g_Config.iStereoMode != STEREO_ANAGLYPH)
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{
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g_Config.iStereoMode = STEREO_ANAGLYPH;
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g_Config.sPostProcessingShader = DUBOIS_ALGORITHM_SHADER;
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}
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else
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{
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g_Config.iStereoMode = STEREO_OFF;
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g_Config.sPostProcessingShader = "";
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}
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}
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if (IsHotkey(HK_TOGGLE_STEREO_3DVISION))
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{
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if (g_Config.iStereoMode != STEREO_3DVISION)
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{
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if (g_Config.sPostProcessingShader == DUBOIS_ALGORITHM_SHADER)
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g_Config.sPostProcessingShader = "";
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g_Config.iStereoMode = STEREO_3DVISION;
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}
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else
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{
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g_Config.iStereoMode = STEREO_OFF;
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}
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}
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}
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if (IsHotkey(HK_DECREASE_DEPTH, true))
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g_Config.iStereoDepth = std::max(g_Config.iStereoDepth - 1, 0);
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if (IsHotkey(HK_INCREASE_DEPTH, true))
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g_Config.iStereoDepth = std::min(g_Config.iStereoDepth + 1, 100);
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if (IsHotkey(HK_DECREASE_CONVERGENCE, true))
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g_Config.iStereoConvergence = std::max(g_Config.iStereoConvergence - 5, 0);
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if (IsHotkey(HK_INCREASE_CONVERGENCE, true))
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g_Config.iStereoConvergence = std::min(g_Config.iStereoConvergence + 5, 500);
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// Freelook
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static float fl_speed = 1.0;
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if (IsHotkey(HK_FREELOOK_DECREASE_SPEED, true))
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fl_speed /= 1.1f;
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if (IsHotkey(HK_FREELOOK_INCREASE_SPEED, true))
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fl_speed *= 1.1f;
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if (IsHotkey(HK_FREELOOK_RESET_SPEED, true))
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fl_speed = 1.0;
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if (IsHotkey(HK_FREELOOK_UP, true))
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VertexShaderManager::TranslateView(0.0, 0.0, -fl_speed);
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if (IsHotkey(HK_FREELOOK_DOWN, true))
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VertexShaderManager::TranslateView(0.0, 0.0, fl_speed);
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if (IsHotkey(HK_FREELOOK_LEFT, true))
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VertexShaderManager::TranslateView(fl_speed, 0.0);
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if (IsHotkey(HK_FREELOOK_RIGHT, true))
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VertexShaderManager::TranslateView(-fl_speed, 0.0);
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if (IsHotkey(HK_FREELOOK_ZOOM_IN, true))
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VertexShaderManager::TranslateView(0.0, fl_speed);
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if (IsHotkey(HK_FREELOOK_ZOOM_OUT, true))
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VertexShaderManager::TranslateView(0.0, -fl_speed);
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if (IsHotkey(HK_FREELOOK_RESET, true))
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VertexShaderManager::ResetView();
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// Savestates
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for (u32 i = 0; i < State::NUM_STATES; i++)
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{
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if (IsHotkey(HK_LOAD_STATE_SLOT_1 + i))
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State::Load(i + 1);
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if (IsHotkey(HK_SAVE_STATE_SLOT_1 + i))
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State::Save(i + 1);
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if (IsHotkey(HK_LOAD_LAST_STATE_1 + i))
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State::LoadLastSaved(i + 1);
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if (IsHotkey(HK_SELECT_STATE_SLOT_1 + i))
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emit SetStateSlotHotkey(i + 1);
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}
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if (IsHotkey(HK_SAVE_FIRST_STATE))
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State::SaveFirstSaved();
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if (IsHotkey(HK_UNDO_LOAD_STATE))
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State::UndoLoadState();
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if (IsHotkey(HK_UNDO_SAVE_STATE))
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State::UndoSaveState();
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}
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}
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