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ControllerInterface: Input detection improvements.
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@ -55,9 +55,22 @@ public:
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class Input : public Control
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{
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public:
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// things like absolute axes/ absolute mouse position will override this
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// Things like absolute axes/ absolute mouse position should override this to prevent
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// undesirable behavior in our mapping logic.
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virtual bool IsDetectable() { return true; }
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// Implementations should return a value from 0.0 to 1.0 across their normal range.
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// One input should be provided for each "direction". (e.g. 2 for each axis)
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// If possible, negative values may be returned in situations where an opposing input is
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// activated. (e.g. When an underlying axis, X, is currently negative, "Axis X-", will return a
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// positive value and "Axis X+" may return a negative value.)
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// Doing so is solely to allow our input detection logic to better detect false positives.
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// This is necessary when making use of "FullAnalogSurface" as multiple inputs will be seen
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// increasing from 0.0 to 1.0 as a user tries to map just one. The negative values provide a
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// view of the underlying axis. (Negative values are clamped off before they reach
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// expression-parser or controller-emu)
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virtual ControlState GetState() const = 0;
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Input* ToInput() override { return this; }
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};
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@ -96,11 +109,7 @@ protected:
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{
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public:
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FullAnalogSurface(Input* low, Input* high) : m_low(*low), m_high(*high) {}
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ControlState GetState() const override
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{
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return (1 + m_high.GetState() - m_low.GetState()) / 2;
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}
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ControlState GetState() const override;
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std::string GetName() const override { return m_low.GetName() + *m_high.GetName().rbegin(); }
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private:
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