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yuzu: Add motion and touch configuration
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49
src/input_common/touch_from_button.cpp
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49
src/input_common/touch_from_button.cpp
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// Copyright 2020 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "core/settings.h"
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#include "input_common/touch_from_button.h"
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namespace InputCommon {
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class TouchFromButtonDevice final : public Input::TouchDevice {
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public:
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TouchFromButtonDevice() {
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for (const auto& config_entry :
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Settings::values.touch_from_button_maps[Settings::values.touch_from_button_map_index]
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.buttons) {
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const Common::ParamPackage package{config_entry};
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map.emplace_back(
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Input::CreateDevice<Input::ButtonDevice>(config_entry),
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std::clamp(package.Get("x", 0), 0, static_cast<int>(Layout::ScreenUndocked::Width)),
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std::clamp(package.Get("y", 0), 0,
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static_cast<int>(Layout::ScreenUndocked::Height)));
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}
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}
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std::tuple<float, float, bool> GetStatus() const override {
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for (const auto& m : map) {
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const bool state = std::get<0>(m)->GetStatus();
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if (state) {
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const float x = static_cast<float>(std::get<1>(m)) /
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static_cast<int>(Layout::ScreenUndocked::Width);
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const float y = static_cast<float>(std::get<2>(m)) /
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static_cast<int>(Layout::ScreenUndocked::Height);
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return std::make_tuple(x, y, true);
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}
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}
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return std::make_tuple(0.0f, 0.0f, false);
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}
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private:
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std::vector<std::tuple<std::unique_ptr<Input::ButtonDevice>, int, int>> map; // button, x, y
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};
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std::unique_ptr<Input::TouchDevice> TouchFromButtonFactory::Create(
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const Common::ParamPackage& params) {
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return std::make_unique<TouchFromButtonDevice>();
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}
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} // namespace InputCommon
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