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Add option to Enable Dinput along Xinput
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@@ -783,6 +783,7 @@ static ConfigSetting controlSettings[] = {
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ConfigSetting("DInputAnalogInverseMode", &g_Config.iDInputAnalogInverseMode, 0, true, true),
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ConfigSetting("DInputAnalogInverseDeadzone", &g_Config.fDInputAnalogInverseDeadzone, 0.0f, true, true),
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ConfigSetting("DInputAnalogSensitivity", &g_Config.fDInputAnalogSensitivity, 1.0f, true, true),
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ConfigSetting("EnableDInputWithXInput", &g_Config.bEnableDInputWithXInput, false, true, true),
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ConfigSetting("XInputAnalogDeadzone", &g_Config.fXInputAnalogDeadzone, 0.24f, true, true),
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ConfigSetting("XInputAnalogInverseMode", &g_Config.iXInputAnalogInverseMode, 0, true, true),
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@@ -330,6 +330,7 @@ public:
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int iDInputAnalogInverseMode;
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float fDInputAnalogInverseDeadzone;
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float fDInputAnalogSensitivity;
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bool bEnableDInputWithXInput;
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// We also use the XInput settings as analog settings on other platforms like Android.
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float fXInputAnalogDeadzone;
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@@ -577,6 +577,8 @@ void GameSettingsScreen::CreateViews() {
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if (!g_Config.bSimpleUI) {
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#if defined(USING_WIN_UI)
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controlsSettings->Add(new CheckBox(&g_Config.bGamepadOnlyFocused, co->T("Ignore gamepads when not focused")));
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controlsSettings->Add(new CheckBox(&g_Config.bEnableDInputWithXInput, co->T("Enable Dinput along Xinput","Enable Dinput along Xinput gamepads(might cause problems with gamepads that can use both without manual switch)")));
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#endif
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auto axisToButton = new PopupSliderChoiceFloat(&g_Config.fAxisBindThreshold, 0.01f, 0.96f, co->T("Axis to button threshold"), 0.05f, screenManager());
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controlsSettings->Add(axisToButton);
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@@ -240,7 +240,7 @@ int XinputDevice::UpdateState() {
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// If we get XInput, skip the others. This might not actually be a good idea,
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// and was done to avoid conflicts between DirectInput and XInput.
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return anySuccess ? UPDATESTATE_SKIP_PAD : 0;
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return anySuccess ? (g_Config.bEnableDInputWithXInput ? 0 : UPDATESTATE_SKIP_PAD) : 0;
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}
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void XinputDevice::UpdatePad(int pad, const XINPUT_STATE &state) {
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