mirror of
https://github.com/patchzyy/wiicompiled
synced 2026-09-11 17:31:29 -04:00
implemented code rabbits suggestions
- Preserved NSO GameCube analog triggers. - Made modal closure and Escape cancel every rebind kind. - Deduced the native button array size; <array> already existed. - Centralized axis/sign decoding. - Kept threshold updates live, saving only when editing ends.
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@@ -48,7 +48,7 @@ struct NativeButtonItem {
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uint32_t nativeButton;
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};
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inline constexpr std::array<NativeButtonItem, SDL_GAMEPAD_BUTTON_COUNT + 12> kNativeButtons = {{
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inline constexpr auto kNativeButtons = std::to_array<NativeButtonItem>({
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{"disabled", "Unmapped", PAD_NATIVE_BUTTON_DISABLED},
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{"left_trigger", "Left trigger (LT / L2)", PADEncodeAxisButton(SDL_GAMEPAD_AXIS_LEFT_TRIGGER, false)},
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{"right_trigger", "Right trigger (RT / R2)", PADEncodeAxisButton(SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, false)},
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@@ -87,7 +87,7 @@ inline constexpr std::array<NativeButtonItem, SDL_GAMEPAD_BUTTON_COUNT + 12> kNa
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{"misc4", "Misc 4 / GC R click", SDL_GAMEPAD_BUTTON_MISC4},
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{"misc5", "Misc 5", SDL_GAMEPAD_BUTTON_MISC5},
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{"misc6", "Misc 6", SDL_GAMEPAD_BUTTON_MISC6},
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}};
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});
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inline std::string TrimToken(std::string_view token) {
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const size_t begin = token.find_first_not_of(" \t");
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@@ -95,8 +95,8 @@ double ReadInput(SDL_Gamepad* gamepad, const std::string& name) {
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// here does not have to use Dolphin vocabulary.
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if (const auto* native = ControllerNames::FindNativeButton(name)) {
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if (PADIsAxisButton(native->nativeButton)) {
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const auto axis = static_cast<SDL_GamepadAxis>(native->nativeButton & 0x7fu);
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const double sign = (native->nativeButton & 0x80u) != 0 ? -1.0 : 1.0;
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const auto axis = static_cast<SDL_GamepadAxis>(PADAxisButtonAxis(native->nativeButton));
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const double sign = PADAxisButtonNegative(native->nativeButton) ? -1.0 : 1.0;
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return std::clamp(SDL_GetGamepadAxis(gamepad, axis) / 32767.0 * sign, 0.0, 1.0);
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}
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if (native->nativeButton < SDL_GAMEPAD_BUTTON_COUNT) {
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@@ -509,13 +509,16 @@ void DrawRebindPrompt() {
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ImGui::OpenPopup("Rebind input");
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g_rebind.openPopup = false;
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}
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if (!ImGui::BeginPopupModal("Rebind input", nullptr, ImGuiWindowFlags_AlwaysAutoResize)) return;
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if (!ImGui::BeginPopupModal("Rebind input", &g_rebind.active, ImGuiWindowFlags_AlwaysAutoResize)) {
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g_rebind.active = false;
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return;
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}
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if (g_rebind.active) {
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ImGui::Text("Rebind: %s", g_rebind.label.c_str());
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ImGui::TextUnformatted(g_rebind.kind == RebindKind::Controller
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? "Press a controller button, pull a trigger, or move a stick."
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: "Press a keyboard key or click a mouse button.");
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ImGui::TextUnformatted("Release any held input first. F10 is reserved for settings.");
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ImGui::TextUnformatted("Release any held input first. Escape cancels. F10 is reserved for settings.");
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const float remaining = std::chrono::duration<float>(g_rebind.deadline - Clock::now()).count();
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ImGui::Text("Unmapped in %d seconds", std::max(0, static_cast<int>(std::ceil(remaining))));
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if (remaining <= 0.0f) {
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@@ -867,6 +870,8 @@ void DrawControllerSettings() {
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};
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if (secondary) PADSetAltButtonMapping(selectedGamePort, updated);
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else PADSetButtonMapping(selectedGamePort, updated);
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}
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if (ImGui::IsItemDeactivatedAfterEdit()) {
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writeBinding(i, mappingIt->nativeButton,
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altIt != nullptr ? altIt->nativeButton : PAD_NATIVE_BUTTON_INVALID);
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PADSerializeMappings();
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@@ -1306,6 +1311,9 @@ void HandleEvents(const AuroraEvent* events) noexcept {
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continue;
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}
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controller_mapping_wizard::HandleSdlEvent(ev->sdl);
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if (g_rebind.active && IsToggleKey(ev->sdl, SDL_SCANCODE_ESCAPE)) {
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g_rebind.active = false;
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}
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if (!g_rebind.active && IsToggleKey(ev->sdl, SDL_SCANCODE_F10)) {
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SetTopBarVisible(!g_topBarVisible);
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}
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