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Implement on-screen touch combo keys.
Replace A,B,cross1,square1,triangle1 with number images 1-6 Rebuild the atlas, update the code to use combo keys 1-5 Also add psp_display.png from pull request #8082.
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@@ -38,6 +38,7 @@
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#include "UI/TouchControlVisibilityScreen.h"
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#include "UI/TiltAnalogSettingsScreen.h"
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#include "UI/TiltEventProcessor.h"
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#include "UI/ComboKeyMappingScreen.h"
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#include "Common/KeyMap.h"
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#include "Common/FileUtil.h"
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@@ -403,6 +404,11 @@ void GameSettingsScreen::CreateViews() {
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CheckBox *floatingAnalog = controlsSettings->Add(new CheckBox(&g_Config.bAutoCenterTouchAnalog, co->T("Auto-centering analog stick")));
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floatingAnalog->SetEnabledPtr(&g_Config.bShowTouchControls);
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// Combo key setup
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Choice *comboKey = controlsSettings->Add(new Choice(co->T("Combo Key Setup")));
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comboKey->OnClick.Handle(this, &GameSettingsScreen::OnCombo_key);
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comboKey->SetEnabledPtr(&g_Config.bShowTouchControls);
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// On systems that aren't Symbian, iOS, and Maemo, offer to let the user see this button.
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// Some Windows touch devices don't have a back button or other button to call up the menu.
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#if !defined(__SYMBIAN32__) && !defined(IOS) && !defined(MAEMO)
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@@ -915,6 +921,11 @@ UI::EventReturn GameSettingsScreen::OnChangeMacAddress(UI::EventParams &e) {
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return UI::EVENT_DONE;
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}
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UI::EventReturn GameSettingsScreen::OnCombo_key(UI::EventParams &e) {
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screenManager()->push(new Combo_keyScreen(&g_Config.iComboMode));
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return UI::EVENT_DONE;
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}
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UI::EventReturn GameSettingsScreen::OnLanguage(UI::EventParams &e) {
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I18NCategory *dev = GetI18NCategory("Developer");
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auto langScreen = new NewLanguageScreen(dev->T("Language"));
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