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Add Gamepad Support to Debug Menu
An improvement since my last PR request to this end. Has auto-repeat and improved input detection for gamepad. Toggle debug menu on/off with R1+Triangle (or RB+Y) Navigate with Joystick or DPad, Select with cross (or A), or nav backward with circle (or B) Toggle and activate menu items with Joy/Dpad right & left. Increase/decrease numeric menu options with cross/square (or A/X)
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28a942735c
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60e01c618e
1 changed files with 99 additions and 39 deletions
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@ -259,10 +259,20 @@ Menu *findMenu(const char *name);
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X(pgupjustdown, rsPGUP) \
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X(pgdnjustdown, rsPGDN)
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#define MUHBUTTONS \
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X(button1justdown, 1) \
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X(button2justdown, 2) \
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X(button3justdown, 3)
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#define MUHMOUSEBUTTONS \
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X(mbutton1justdown, 1) \
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X(mbutton2justdown, 2) \
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X(mbutton3justdown, 3)
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#define MUHGAMEPAD \
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X(crossjustdown, 1) \
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X(circlejustdown, 2) \
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X(trianglejustdown, 3) \
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X(squarejustdown, 4) \
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X(padleftjustdown, 5) \
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X(padrightjustdown, 6) \
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X(padupjustdown, 7) \
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X(paddownjustdown, 8)
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#define REPEATDELAY 700
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#define REPEATINTERVAL 50
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@ -274,12 +284,18 @@ static int repeattime;
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static int lastkeydown;
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static int *keyptr;
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static int buttondown[3];
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static int lastbuttondown;
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static int *buttonptr;
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static int button1justdown, button2justdown, button3justdown;
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static int mbuttondown[3];
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static int lastmbuttondown;
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static int *mbuttonptr;
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static int mbutton1justdown, mbutton2justdown, mbutton3justdown;
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static float mouseX, mouseY;
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static bool padbuttondown[8];
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static int lastpadbuttondown;
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static bool *padbuttonptr;
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static bool padleftjustdown, padrightjustdown, padupjustdown, paddownjustdown;
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static bool crossjustdown, circlejustdown, trianglejustdown, squarejustdown;
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static int menuOn;
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static int menuInitialized;
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static int screenWidth, screenHeight;
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@ -378,12 +394,12 @@ MenuEntry_##NAME::processInput(bool mouseOver, bool selected) \
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v = *this->variable; \
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oldv = v; \
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\
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if((selected && leftjustdown) || (mouseOver && button3justdown)){ \
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if((selected && leftjustdown) || (selected && ( squarejustdown || padleftjustdown )) || (mouseOver && mbutton3justdown)){ \
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v -= this->step; \
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if(v > oldv) \
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underflow = 1; \
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} \
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if((selected && rightjustdown) || (mouseOver && button1justdown)){ \
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if((selected && rightjustdown) || (selected && ( crossjustdown || padrightjustdown )) || (mouseOver && mbutton1justdown)){ \
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v += this->step; \
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if(v < oldv) \
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overflow = 1; \
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@ -469,12 +485,12 @@ MenuEntry_##NAME::processInput(bool mouseOver, bool selected) \
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v = *this->variable; \
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oldv = v; \
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\
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if((selected && leftjustdown) || (mouseOver && button3justdown)){ \
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if((selected && leftjustdown) || (selected && ( squarejustdown || padleftjustdown )) || (mouseOver && mbutton3justdown)){ \
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v -= this->step; \
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if(v > oldv) \
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underflow = 1; \
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} \
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if((selected && rightjustdown) || (mouseOver && button1justdown)){ \
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if((selected && rightjustdown) || (selected && (crossjustdown || padrightjustdown )) || (mouseOver && mbutton1justdown)){ \
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v += this->step; \
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if(v < oldv) \
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overflow = 1; \
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@ -505,7 +521,7 @@ void
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MenuEntry_Cmd::processInput(bool mouseOver, bool selected)
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{
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// Don't execute on button3
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if(this->triggerFunc && (selected && (leftjustdown || rightjustdown) || (mouseOver && button1justdown)))
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if(this->triggerFunc && (selected && (leftjustdown || rightjustdown || padleftjustdown || padrightjustdown || crossjustdown) || (mouseOver && mbutton1justdown)))
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this->triggerFunc();
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}
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@ -867,22 +883,45 @@ processInput(void)
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#define X(var, num) \
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if(var){ \
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repeattime = downtime = CTimer::GetTimeInMilliseconds(); \
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lastbuttondown = num; \
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buttonptr = &var; \
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lastmbuttondown = num; \
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mbuttonptr = &var; \
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}
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MUHBUTTONS
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MUHMOUSEBUTTONS
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#undef X
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if(lastbuttondown){
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if(buttondown[lastbuttondown-1]){
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if(lastmbuttondown){
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if(mbuttondown[lastmbuttondown-1]){
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int curtime = CTimer::GetTimeInMilliseconds();
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if(curtime - downtime > REPEATDELAY){
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if(curtime - repeattime > REPEATINTERVAL){
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repeattime = curtime;
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*buttonptr = 1;
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*mbuttonptr = 1;
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}
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}
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}else{
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lastbuttondown = 0;
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lastmbuttondown = 0;
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}
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}
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// Also for gampepad buttons
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#define X(var, btnnum) \
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if(var){ \
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repeattime = downtime = CTimer::GetTimeInMilliseconds(); \
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lastpadbuttondown = btnnum; \
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padbuttonptr = &var; \
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}
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MUHGAMEPAD
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#undef X
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if(lastpadbuttondown){
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if(padbuttondown[lastpadbuttondown-1]){
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int curtime = CTimer::GetTimeInMilliseconds();
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if(curtime - downtime > REPEATDELAY){
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if(curtime - repeattime > REPEATINTERVAL){
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repeattime = curtime;
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*padbuttonptr = 1;
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}
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}
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}else{
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lastpadbuttondown = 0;
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}
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}
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@ -930,9 +969,9 @@ processInput(void)
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activeMenu->scroll(shift ? -5 : -1);
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if(pgdnjustdown)
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activeMenu->scroll(shift ? 5 : 1);
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if(downjustdown)
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if(downjustdown || paddownjustdown)
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activeMenu->changeSelection(activeMenu->selection + (shift ? 5 : 1));
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if(upjustdown)
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if(upjustdown || padupjustdown)
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activeMenu->changeSelection(activeMenu->selection - (shift ? 5 : 1));
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if(CPad::NewMouseControllerState.WHEELUP){
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@ -947,27 +986,29 @@ processInput(void)
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}
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if(mouseOverEntry == &scrollUpEntry){
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if(button1justdown){
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if(mbutton1justdown){
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activeMenu = mouseOverEntry->menu;
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activeMenu->scroll(shift ? -5 : -1);
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}
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}
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if(mouseOverEntry == &scrollDownEntry){
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if(button1justdown){
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if(mbutton1justdown){
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activeMenu = mouseOverEntry->menu;
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activeMenu->scroll(shift ? 5 : 1);
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}
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}
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// Have to call this before processInput below because menu entry can change
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if((button1justdown || button3justdown) && mouseOverEntry){
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if((mbutton1justdown || mbutton3justdown) && mouseOverEntry){
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activeMenu = mouseOverEntry->menu;
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activeMenu->changeSelection(mouseOverEntry);
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}
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if(KEYJUSTDOWN(rsENTER)){
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if(KEYJUSTDOWN(rsENTER) || ( crossjustdown && activeMenu->selectedEntry->type == MENUSUB )){
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if(activeMenu->selectedEntry && activeMenu->selectedEntry->type == MENUSUB)
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activeMenu = ((MenuEntry_Sub*)activeMenu->selectedEntry)->submenu;
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}else if(KEYJUSTDOWN(rsBACKSP)){
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}else if( circlejustdown && activeMenu->selectedEntry->type == MENUSUB ){
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menuOn = !menuOn;
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}else if(KEYJUSTDOWN(rsBACKSP) || circlejustdown){
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if(activeMenu->parent)
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activeMenu = activeMenu->parent;
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}else{
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@ -980,7 +1021,7 @@ processInput(void)
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}
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void
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updateMouse(void)
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updatePad(void)
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{
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CPad *pad = CPad::GetPad(0);
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int dirX = 1;
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@ -997,35 +1038,54 @@ updateMouse(void)
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if(mouseX >= screenWidth) mouseX = screenWidth;
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if(mouseY >= screenHeight) mouseY = screenHeight;
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button1justdown = pad->NewMouseControllerState.LMB && !pad->OldMouseControllerState.LMB;
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button2justdown = pad->NewMouseControllerState.MMB && !pad->OldMouseControllerState.MMB;
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button3justdown = pad->NewMouseControllerState.RMB && !pad->OldMouseControllerState.RMB;
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buttondown[0] = pad->NewMouseControllerState.LMB;
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buttondown[1] = pad->NewMouseControllerState.MMB;
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buttondown[2] = pad->NewMouseControllerState.RMB;
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mbutton1justdown = pad->NewMouseControllerState.LMB && !pad->OldMouseControllerState.LMB;
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mbutton2justdown = pad->NewMouseControllerState.MMB && !pad->OldMouseControllerState.MMB;
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mbutton3justdown = pad->NewMouseControllerState.RMB && !pad->OldMouseControllerState.RMB;
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mbuttondown[0] = pad->NewMouseControllerState.LMB;
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mbuttondown[1] = pad->NewMouseControllerState.MMB;
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mbuttondown[2] = pad->NewMouseControllerState.RMB;
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// Zero the mouse position so the camera won't move
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pad->NewMouseControllerState.x = 0.0f;
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pad->NewMouseControllerState.y = 0.0f;
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crossjustdown = pad->NewState.Cross && !pad->OldState.Cross && !KEYDOWN(rsRCTRL); //RCTRL also sets pad circle to true because of in-game mappings.
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circlejustdown = pad->NewState.Circle && !pad->OldState.Circle && !KEYDOWN(rsLCTRL); //LCTRL also sets pad circle to true because of in-game mappings.
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trianglejustdown = pad->NewState.Triangle && !pad->OldState.Triangle;
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squarejustdown = pad->NewState.Square && !pad->OldState.Square;
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padleftjustdown = (pad->NewState.LeftStickX < -30 && !padbuttondown[4]) || (pad->NewState.DPadLeft && !pad->OldState.DPadLeft);
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padrightjustdown = (pad->NewState.LeftStickX > 30 && !padbuttondown[5]) || (pad->NewState.DPadRight && !pad->OldState.DPadRight);
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padupjustdown = (pad->NewState.LeftStickY < -30 && !padbuttondown[6]) || (pad->NewState.DPadUp && !pad->OldState.DPadUp);
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paddownjustdown = (pad->NewState.LeftStickY > 30 && !padbuttondown[7]) || (pad->NewState.DPadDown && !pad->OldState.DPadDown);
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padbuttondown[0] = pad->NewState.Cross;
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padbuttondown[1] = pad->NewState.Circle;
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padbuttondown[2] = pad->NewState.Triangle;
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padbuttondown[3] = pad->NewState.Square;
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padbuttondown[4] = pad->NewState.LeftStickX < -30 || pad->NewState.DPadLeft;
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padbuttondown[5] = pad->NewState.LeftStickX > 30 || pad->NewState.DPadRight;
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padbuttondown[6] = pad->NewState.LeftStickY < -30 || pad->NewState.DPadUp;
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padbuttondown[7] = pad->NewState.LeftStickY > 30 || pad->NewState.DPadDown;
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}
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void
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DebugMenuProcess(void)
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{
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// We only process some input here
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CPad *pad = CPad::GetPad(0);
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if(CTRLJUSTDOWN('M'))
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if(CTRLJUSTDOWN('M') ||
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(pad->GetTriangleJustDown() && pad->GetRightShoulder1()) || //Toggle via Gamepad
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((CPad::GetPad(0)->GetStartJustDown() || CPad::GetPad(0)->GetEscapeJustDown()) && menuOn)) //Kill menu if main menu opens
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menuOn = !menuOn;
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if(!menuOn)
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return;
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pad->DisablePlayerControls = 1;
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// TODO: this could happen earlier
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if(!menuInitialized)
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DebugMenuInit();
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updateMouse();
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updatePad();
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}
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void
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@ -1309,4 +1369,4 @@ DebugMenuEntrySetAddress(MenuEntry *e, void *addr)
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((MenuEntry_Float32*)e)->variable = (float*)addr;
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}
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}
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#endif
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#endif
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