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Split the display layout config between landscape and portrait orientations
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@@ -510,7 +510,7 @@ AnalogCalibrationScreen::AnalogCalibrationScreen(const Path &gamePath) : UITwoPa
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[](int vkey, bool down) {},
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[](int vkey, float analogValue) {},
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[&](uint32_t bitsToSet, uint32_t bitsToClear) {},
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[&](int stick, float x, float y) {
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[&](int iInternalRotation, int stick, float x, float y) {
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analogX_[stick] = x;
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analogY_[stick] = y;
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},
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@@ -521,7 +521,7 @@ AnalogCalibrationScreen::AnalogCalibrationScreen(const Path &gamePath) : UITwoPa
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}
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void AnalogCalibrationScreen::update() {
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mapper_.Update(time_now_d());
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mapper_.Update(g_Config.GetDisplayLayoutConfig(GetDeviceOrientation()), time_now_d());
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// We ignore the secondary stick for now and just use the two views
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// for raw and psp input.
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if (stickView_[0]) {
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