302 lines
7.4 KiB
C++
302 lines
7.4 KiB
C++
#include <windows.h>
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#include "Xinput.h"
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#include "../../Constants.h"
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#include "../../FileSystem/ConfigFile.h"
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#include "../../framework.h"
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#include "../../Components/GameTargets/TargetInspector.h"
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#include "../../Components/Input/TouchSliderEmulator.h"
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namespace TLAC::Input
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{
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Xinput* Xinput::instance;
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Xinput::Xinput()
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{
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TLAC::FileSystem::ConfigFile config(TLAC::framework::GetModuleDirectory(), "keyconfig.ini");
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config.OpenRead();
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xinput_num = config.GetIntegerValue("xinput_preferred");
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rumble = config.GetBooleanValue("rumble");
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}
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Xinput* Xinput::GetInstance()
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{
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if (instance == nullptr)
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{
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instance = new Xinput();
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}
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return instance;
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}
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void Xinput::SetTapStates(BYTE keycode, float elapsed)
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{
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KeyDoubleTapStates[keycode] = IsTapped(keycode) ? KeyDoubleTapWatches[keycode].Restart() <= DOUBLE_TAP_THRESHOLD : false;
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bool isDown = currentState.KeyStates[keycode];
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bool isTapped = IsTapped(keycode);
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keyIntervalTapStates[keycode] = isTapped;
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if (isTapped)
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{
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keyIntervalTapTimes[keycode] = 0;
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keyIntervalInitials[keycode] = true;
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}
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else if (isDown)
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{
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float threshold = keyIntervalInitials[keycode] ? INTERVAL_TAP_DELAY_THRESHOLD : INTERVAL_TAP_THRESHOLD;
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bool intervalTapped = (keyIntervalTapTimes[keycode] += elapsed) > threshold;
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keyIntervalTapStates[keycode] = intervalTapped;
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if (intervalTapped)
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{
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keyIntervalTapTimes[keycode] = 0;
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keyIntervalInitials[keycode] = false;
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}
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}
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}
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bool Xinput::PollInput()
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{
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lastState = currentState;
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ZeroMemory(&state, sizeof(XINPUT_STATE));
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float elapsed = keyIntervalWatch.Restart();
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int xc_pref = xinput_num;
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if (xc_pref < 0 || xc_pref > 3) xc_pref = 0;
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for (int n = 0; n < 4; n++)
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{
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ZeroMemory(&state, sizeof(XINPUT_STATE));
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if (XInputGetState(xc_pref, &state) == ERROR_SUCCESS)
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{
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BYTE i = XINPUT_A;
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{
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currentState.KeyStates[i] = false;
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if (state.Gamepad.wButtons & XINPUT_GAMEPAD_A)
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currentState.KeyStates[i] = true;
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SetTapStates(i, elapsed);
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}
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i = XINPUT_DOWN;
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{
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currentState.KeyStates[i] = false;
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if (state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN)
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currentState.KeyStates[i] = true;
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SetTapStates(i, elapsed);
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}
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i = XINPUT_B;
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{
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currentState.KeyStates[i] = false;
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if (state.Gamepad.wButtons & XINPUT_GAMEPAD_B)
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currentState.KeyStates[i] = true;
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SetTapStates(i, elapsed);
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}
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i = XINPUT_RIGHT;
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{
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currentState.KeyStates[i] = false;
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if (state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT)
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currentState.KeyStates[i] = true;
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SetTapStates(i, elapsed);
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}
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i = XINPUT_X;
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{
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currentState.KeyStates[i] = false;
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if (state.Gamepad.wButtons & XINPUT_GAMEPAD_X)
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currentState.KeyStates[i] = true;
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SetTapStates(i, elapsed);
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}
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i = XINPUT_LEFT;
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{
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currentState.KeyStates[i] = false;
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if (state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT)
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currentState.KeyStates[i] = true;
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SetTapStates(i, elapsed);
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}
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i = XINPUT_Y;
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{
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currentState.KeyStates[i] = false;
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if (state.Gamepad.wButtons & XINPUT_GAMEPAD_Y)
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currentState.KeyStates[i] = true;
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SetTapStates(i, elapsed);
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}
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i = XINPUT_UP;
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{
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currentState.KeyStates[i] = false;
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if (state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP)
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currentState.KeyStates[i] = true;
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SetTapStates(i, elapsed);
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}
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i = XINPUT_LS;
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{
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currentState.KeyStates[i] = false;
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if (state.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER)
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currentState.KeyStates[i] = true;
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SetTapStates(i, elapsed);
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}
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i = XINPUT_RS;
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{
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currentState.KeyStates[i] = false;
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if (state.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER)
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currentState.KeyStates[i] = true;
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SetTapStates(i, elapsed);
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}
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i = XINPUT_LSB;
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{
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currentState.KeyStates[i] = false;
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if (state.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB)
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currentState.KeyStates[i] = true;
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SetTapStates(i, elapsed);
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}
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i = XINPUT_RSB;
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{
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currentState.KeyStates[i] = false;
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if (state.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB)
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currentState.KeyStates[i] = true;
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SetTapStates(i, elapsed);
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}
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i = XINPUT_START;
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{
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currentState.KeyStates[i] = false;
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if (state.Gamepad.wButtons & XINPUT_GAMEPAD_START)
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currentState.KeyStates[i] = true;
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SetTapStates(i, elapsed);
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}
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i = XINPUT_BACK;
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{
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currentState.KeyStates[i] = false;
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if (state.Gamepad.wButtons & XINPUT_GAMEPAD_BACK)
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currentState.KeyStates[i] = true;
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SetTapStates(i, elapsed);
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}
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i = XINPUT_LT;
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{
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currentState.KeyStates[i] = false;
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if (state.Gamepad.bLeftTrigger > 230)
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currentState.KeyStates[i] = true;
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SetTapStates(i, elapsed);
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}
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i = XINPUT_RT;
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{
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currentState.KeyStates[i] = false;
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if (state.Gamepad.bRightTrigger > 230)
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currentState.KeyStates[i] = true;
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SetTapStates(i, elapsed);
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}
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{
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//float normLX = fmaxf(-1, (float)state.Gamepad.sThumbLX / 32767);
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i = XINPUT_LRIGHT;
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currentState.KeyStates[i] = false;
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if (state.Gamepad.sThumbLX > 10000)
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currentState.KeyStates[i] = true;
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SetTapStates(i, elapsed);
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i = XINPUT_LLEFT;
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currentState.KeyStates[i] = false;
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if (state.Gamepad.sThumbLX < -10000)
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currentState.KeyStates[i] = true;
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SetTapStates(i, elapsed);
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}
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{
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//float normLX = fmaxf(-1, (float)state.Gamepad.sThumbRX / 32767);
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i = XINPUT_RRIGHT;
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currentState.KeyStates[i] = false;
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if (state.Gamepad.sThumbRX > 10000)
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currentState.KeyStates[i] = true;
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SetTapStates(i, elapsed);
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i = XINPUT_RLEFT;
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currentState.KeyStates[i] = false;
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if (state.Gamepad.sThumbRX < -10000)
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currentState.KeyStates[i] = true;
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SetTapStates(i, elapsed);
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}
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if (rumble && TLAC::Components::TouchSliderEmulator::LatestInstance->isSliderTouched() && TLAC::Components::TargetInspector::ShouldVibrate)
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{
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XINPUT_VIBRATION vibration;
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ZeroMemory(&vibration, sizeof(XINPUT_VIBRATION));
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vibration.wLeftMotorSpeed = 8000; // use any value between 0-65535 here
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vibration.wRightMotorSpeed = 4000; // use any value between 0-65535 here
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XInputSetState(xc_pref, &vibration);
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}
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else
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{
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XINPUT_VIBRATION vibration;
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ZeroMemory(&vibration, sizeof(XINPUT_VIBRATION));
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vibration.wLeftMotorSpeed = 0; // use any value between 0-65535 here
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vibration.wRightMotorSpeed = 0; // use any value between 0-65535 here
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XInputSetState(xc_pref, &vibration);
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//printf("0");
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}
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break;
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}
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else if (n == 3) {
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ZeroMemory(&state, sizeof(XINPUT_STATE));
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ZeroMemory(¤tState, sizeof(currentState));
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}
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if (xc_pref == 3) xc_pref = 0;
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else xc_pref++;
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}
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return TRUE;
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}
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bool Xinput::IsDown(BYTE keycode)
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{
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return currentState.IsDown(keycode);
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}
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bool Xinput::IsUp(BYTE keycode)
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{
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return !IsDown(keycode);
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}
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bool Xinput::IsTapped(BYTE keycode)
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{
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return IsDown(keycode) && WasUp(keycode);
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}
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bool Xinput::IsDoubleTapped(BYTE keycode)
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{
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return KeyDoubleTapStates[keycode];
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}
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bool Xinput::IsReleased(BYTE keycode)
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{
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return IsUp(keycode) && WasDown(keycode);
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}
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inline bool Xinput::WasDown(BYTE keycode)
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{
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return lastState.IsDown(keycode);
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}
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inline bool Xinput::WasUp(BYTE keycode)
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{
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return !WasDown(keycode);
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}
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bool Xinput::IsIntervalTapped(BYTE keycode)
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{
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return keyIntervalTapStates[keycode];
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}
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} |