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Merge pull request #9430 from unknownbrackets/input-state
Remove legacy InputState tracking
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commit
e17772b58d
65 files changed
+225
-424
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+3
-42
@@ -791,11 +791,11 @@ UI::EventReturn EmuScreen::OnDevTools(UI::EventParams ¶ms) {
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return UI::EVENT_DONE;
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}
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void EmuScreen::update(InputState &input) {
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void EmuScreen::update() {
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if (bootPending_)
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bootGame(gamePath_);
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UIScreen::update(input);
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UIScreen::update();
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// Simply forcibly update to the current screen size every frame. Doesn't cost much.
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// If bounds is set to be smaller than the actual pixel resolution of the display, respect that.
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@@ -838,45 +838,6 @@ void EmuScreen::update(InputState &input) {
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// Virtual keys.
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__CtrlSetRapidFire(virtKeys[VIRTKEY_RAPID_FIRE - VIRTKEY_FIRST]);
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// Apply tilt to left stick
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// TODO: Make into an axis
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#ifdef MOBILE_DEVICE
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/*
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if (g_Config.bAccelerometerToAnalogHoriz) {
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// Get the "base" coordinate system which is setup by the calibration system
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float base_x = g_Config.fTiltBaseX;
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float base_y = g_Config.fTiltBaseY;
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//convert the current input into base coordinates and normalize
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//TODO: check if all phones give values between [-50, 50]. I'm not sure how iOS works.
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float normalized_input_x = (input.acc.y - base_x) / 50.0 ;
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float normalized_input_y = (input.acc.x - base_y) / 50.0 ;
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//TODO: need a better name for computed x and y.
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float delta_x = tiltInputCurve(normalized_input_x * 2.0 * (g_Config.iTiltSensitivityX)) ;
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//if the invert is enabled, invert the motion
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if (g_Config.bInvertTiltX) {
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delta_x *= -1;
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}
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float delta_y = tiltInputCurve(normalized_input_y * 2.0 * (g_Config.iTiltSensitivityY)) ;
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if (g_Config.bInvertTiltY) {
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delta_y *= -1;
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}
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//clamp the delta between [-1, 1]
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leftstick_x += clamp1(delta_x);
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__CtrlSetAnalogX(clamp1(leftstick_x), CTRL_STICK_LEFT);
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leftstick_y += clamp1(delta_y);
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__CtrlSetAnalogY(clamp1(leftstick_y), CTRL_STICK_LEFT);
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}
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*/
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#endif
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// Make sure fpsLimit starts at 0
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if (PSP_CoreParameter().fpsLimit != 0 && PSP_CoreParameter().fpsLimit != 1) {
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PSP_CoreParameter().fpsLimit = 0;
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@@ -1142,4 +1103,4 @@ void EmuScreen::releaseButtons() {
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void EmuScreen::resized() {
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RecreateViews();
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}
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}
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