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Add a Androind ControllerInterface class for allowing input in a non-hacky way. Add a default GCPad.ini file so it actually works.
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63
Source/Core/InputCommon/Src/Android/ButtonManager.h
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63
Source/Core/InputCommon/Src/Android/ButtonManager.h
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// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include <string>
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#include "CommonPaths.h"
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#include "Android/TextureLoader.h"
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namespace ButtonManager
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{
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enum ButtonType
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{
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BUTTON_A = 0,
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BUTTON_B,
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BUTTON_START,
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};
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enum ButtonState
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{
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BUTTON_RELEASED = 0,
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BUTTON_PRESSED = 1
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};
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class Button
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{
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private:
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GLuint m_tex;
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ButtonType m_button;
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ButtonState m_state;
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float m_coords[8];
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public:
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Button(std::string filename, ButtonType button, float *coords)
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{
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m_tex = LoadPNG((std::string(DOLPHIN_DATA_DIR "/") + filename).c_str());
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m_button = button;
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memcpy(m_coords, coords, sizeof(float) * 8);
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m_state = BUTTON_RELEASED;
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}
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void SetState(ButtonState state) { m_state = state; }
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bool Pressed() { return m_state == BUTTON_PRESSED; }
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ButtonType GetButtonType() { return m_button; }
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GLuint GetTexture() { return m_tex; }
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float *GetCoords() { return m_coords; }
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~Button() { glDeleteTextures(1, &m_tex); }
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};
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void Init();
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void DrawButtons();
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bool GetButtonPressed(ButtonType button);
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void TouchEvent(int action, float x, float y);
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void Shutdown();
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}
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