mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 05:09:34 -06:00
Fix some vertical alignments
ie. uses spaces for alignment.
This commit is contained in:
@ -23,10 +23,11 @@ private:
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Key(IOHIDElementRef element, IOHIDDeviceRef device);
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ControlState GetState() const;
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private:
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const IOHIDElementRef m_element;
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const IOHIDDeviceRef m_device;
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std::string m_name;
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const IOHIDElementRef m_element;
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const IOHIDDeviceRef m_device;
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std::string m_name;
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};
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class Cursor : public Input
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{
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public:
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@ -36,9 +37,10 @@ private:
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ControlState GetState() const;
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private:
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const float& m_axis;
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const u8 m_index;
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const bool m_positive;
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const u8 m_index;
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const bool m_positive;
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};
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class Button : public Input
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{
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public:
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@ -66,11 +68,11 @@ private:
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float x, y;
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} m_cursor;
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const IOHIDDeviceRef m_device;
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const std::string m_device_name;
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int m_index;
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uint32_t m_windowid;
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unsigned char m_mousebuttons[3];
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const IOHIDDeviceRef m_device;
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const std::string m_device_name;
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int m_index;
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uint32_t m_windowid;
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unsigned char m_mousebuttons[3];
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};
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}
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@ -117,8 +117,8 @@ Keyboard::Key::Key(IOHIDElementRef element, IOHIDDeviceRef device)
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, m_device(device)
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{
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static const struct PrettyKeys {
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const uint32_t code;
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const char *const name;
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const uint32_t code;
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const char *const name;
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} named_keys[] = {
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{ kHIDUsage_KeyboardA, "A" },
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{ kHIDUsage_KeyboardB, "B" },
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@ -319,29 +319,29 @@ bool Joystick::UpdateOutput()
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#ifdef USE_SDL_HAPTIC
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for (auto &i : m_state_out)
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{
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if (i.changed) // if SetState was called on this output
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if (i.changed) // if SetState was called on this output
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{
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if (-1 == i.id) // effect isn't currently uploaded
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if (-1 == i.id) // effect isn't currently uploaded
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{
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if (i.effect.type) // if outputstate is >0 this would be true
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if (i.effect.type) // if outputstate is >0 this would be true
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{
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if ((i.id = SDL_HapticNewEffect(m_haptic, &i.effect)) > -1) // upload the effect
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if ((i.id = SDL_HapticNewEffect(m_haptic, &i.effect)) > -1) // upload the effect
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{
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SDL_HapticRunEffect(m_haptic, i.id, 1); // run the effect
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SDL_HapticRunEffect(m_haptic, i.id, 1); // run the effect
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}
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}
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}
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else // effect is already uploaded
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else // effect is already uploaded
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{
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if (i.effect.type) // if ouputstate >0
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if (i.effect.type) // if ouputstate >0
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{
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SDL_HapticUpdateEffect(m_haptic, i.id, &i.effect); // update the effect
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}
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else
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{
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SDL_HapticStopEffect(m_haptic, i.id); // else, stop and remove the effect
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SDL_HapticStopEffect(m_haptic, i.id); // else, stop and remove the effect
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SDL_HapticDestroyEffect(m_haptic, i.id);
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i.id = -1; // mark it as not uploaded
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i.id = -1; // mark it as not uploaded
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}
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}
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@ -30,7 +30,7 @@
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// Mouse axis control output is simply divided by this number. In practice,
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// that just means you can use a smaller "dead zone" if you bind axis controls
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// to a joystick. No real need to make this customizable.
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#define MOUSE_AXIS_SENSITIVITY 8.0f
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#define MOUSE_AXIS_SENSITIVITY 8.0f
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// The mouse axis controls use a weighted running average. Each frame, the new
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// value is the average of the old value and the amount of relative mouse
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@ -38,7 +38,7 @@
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// MOUSE_AXIS_SMOOTHING:1 compared to the new value. Increasing
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// MOUSE_AXIS_SMOOTHING makes the controls smoother, decreasing it makes them
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// more responsive. This might be useful as a user-customizable option.
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#define MOUSE_AXIS_SMOOTHING 1.5f
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#define MOUSE_AXIS_SMOOTHING 1.5f
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namespace ciface
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{
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@ -48,9 +48,7 @@ namespace XInput2
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// This function will add zero or more KeyboardMouse objects to devices.
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void Init(std::vector<Core::Device*>& devices, void* const hwnd)
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{
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Display* dpy;
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dpy = XOpenDisplay(NULL);
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Display* dpy = XOpenDisplay(NULL);
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// xi_opcode is important; it will be used to identify XInput events by
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// the polling loop in UpdateInput.
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@ -68,9 +66,9 @@ void Init(std::vector<Core::Device*>& devices, void* const hwnd)
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// register all master devices with Dolphin
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XIDeviceInfo* all_masters;
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XIDeviceInfo* current_master;
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int num_masters;
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XIDeviceInfo* all_masters;
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XIDeviceInfo* current_master;
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int num_masters;
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all_masters = XIQueryDevice(dpy, XIAllMasterDevices, &num_masters);
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@ -94,7 +92,6 @@ void Init(std::vector<Core::Device*>& devices, void* const hwnd)
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void KeyboardMouse::SelectEventsForDevice(Window window, XIEventMask *mask, int deviceid)
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{
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// Set the event mask for the master device.
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mask->deviceid = deviceid;
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XISelectEvents(m_display, window, mask, 1);
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@ -104,9 +101,9 @@ void KeyboardMouse::SelectEventsForDevice(Window window, XIEventMask *mask, int
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// devices) emit those. For keyboard devices, selecting slaves avoids
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// dealing with key focus.
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XIDeviceInfo* all_slaves;
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XIDeviceInfo* current_slave;
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int num_slaves;
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XIDeviceInfo* all_slaves;
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XIDeviceInfo* current_slave;
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int num_slaves;
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all_slaves = XIQueryDevice(m_display, XIAllDevices, &num_slaves);
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@ -142,8 +139,8 @@ KeyboardMouse::KeyboardMouse(Window window, int opcode, int pointer, int keyboar
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name = std::string(pointer_device->name);
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XIFreeDeviceInfo(pointer_device);
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XIEventMask mask;
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unsigned char mask_buf[(XI_LASTEVENT + 7)/8];
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XIEventMask mask;
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unsigned char mask_buf[(XI_LASTEVENT + 7)/8];
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mask.mask_len = sizeof(mask_buf);
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mask.mask = mask_buf;
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@ -44,10 +44,10 @@ private:
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ControlState GetState() const;
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private:
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std::string m_keyname;
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Display* const m_display;
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std::string m_keyname;
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Display* const m_display;
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const char* const m_keyboard;
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const KeyCode m_keycode;
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const KeyCode m_keycode;
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};
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class Button : public Input
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@ -73,9 +73,9 @@ private:
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private:
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const float& m_cursor;
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const u8 m_index;
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const bool m_positive;
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std::string name;
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const u8 m_index;
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const bool m_positive;
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std::string name;
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};
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class Axis : public Input
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@ -88,9 +88,9 @@ private:
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private:
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const float& m_axis;
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const u8 m_index;
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const bool m_positive;
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std::string name;
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const u8 m_index;
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const bool m_positive;
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std::string name;
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};
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private:
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@ -109,12 +109,12 @@ public:
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int GetId() const;
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private:
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Window m_window;
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Display* m_display;
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State m_state;
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int xi_opcode;
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const int pointer_deviceid, keyboard_deviceid;
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std::string name;
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Window m_window;
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Display* m_display;
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State m_state;
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int xi_opcode;
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const int pointer_deviceid, keyboard_deviceid;
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std::string name;
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};
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}
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@ -35,10 +35,10 @@ private:
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ControlState GetState() const;
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private:
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std::string m_keyname;
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Display* const m_display;
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std::string m_keyname;
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Display* const m_display;
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const char* const m_keyboard;
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const KeyCode m_keycode;
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const KeyCode m_keycode;
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};
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class Button : public Input
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@ -65,8 +65,8 @@ private:
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private:
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const float& m_cursor;
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const u8 m_index;
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const bool m_positive;
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const u8 m_index;
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const bool m_positive;
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};
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public:
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@ -81,9 +81,9 @@ public:
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int GetId() const;
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private:
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Window m_window;
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Window m_window;
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Display* m_display;
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State m_state;
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State m_state;
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};
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}
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