mirror of
https://github.com/hrydgard/ppsspp.git
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The core and the headless tools no longer use mutexes, condition variables, spinlocks, std::atomic, std::thread or volatile flags. Threads hand off through libretro-common's retro_atomic and rthreads plus a few small pieces on top of them in Common/Thread: Thread, MpscQueue, EventCounter, ParkingLot waits and ReaderGate. Every wait blocks until it's woken; nothing polls on a timer. State that only one thread touches just loses its lock. The PSP filesystem, sceIo and the savedata dialog now belong to the emulation thread: async reads and writes run when they're queued and complete later in emulated time, and the IO and savedata threads are gone. The friend finder only talks to the adhoc server and hands what it gets to the emulation thread. GPU init always runs on the thread that starts the game. The Vulkan render and compile queues, pipeline and render pass caches, delete list and SPIR-V cache, the GL render queue, the software renderer's jit caches, the file loader caches, the web debugger, UPnP, input, savestates, logging and the GE debugger all hand off through queues and atomics. The IR jit's spinning profiler thread goes. A CPU thread with nothing to run now sleeps until work is queued instead of spinning. Headless with --debugger waits for a client while stopped, and ends the run once every client that connected has left. Web server shutdown keeps servicing the CPU queue until the server has finished.
236 lines
7.4 KiB
C++
236 lines
7.4 KiB
C++
// Copyright (c) 2013- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#include <string>
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#include <string_view>
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#include <map>
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#include <vector>
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#include <set>
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#include "Common/Input/InputState.h" // InputMapping
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#include "Common/Input/KeyCodes.h" // keyboard keys
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#include "Common/Data/Collections/TinySet.h"
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#include "Core/KeyMapDefaults.h"
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#define KEYMAP_ERROR_KEY_ALREADY_USED -1
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#define KEYMAP_ERROR_UNKNOWN_KEY 0
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// Don't change any of these - it'll break backwards compatibility with configs.
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enum VirtKey : u32 {
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VIRTKEY_FIRST = 0x40000001,
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VIRTKEY_AXIS_X_MIN = 0x40000001,
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VIRTKEY_AXIS_Y_MIN = 0x40000002,
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VIRTKEY_AXIS_X_MAX = 0x40000003,
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VIRTKEY_AXIS_Y_MAX = 0x40000004,
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VIRTKEY_RAPID_FIRE = 0x40000005,
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VIRTKEY_FASTFORWARD = 0x40000006,
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VIRTKEY_PAUSE = 0x40000007,
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VIRTKEY_SPEED_TOGGLE = 0x40000008,
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VIRTKEY_AXIS_RIGHT_X_MIN = 0x40000009,
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VIRTKEY_AXIS_RIGHT_Y_MIN = 0x4000000a,
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VIRTKEY_AXIS_RIGHT_X_MAX = 0x4000000b,
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VIRTKEY_AXIS_RIGHT_Y_MAX = 0x4000000c,
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VIRTKEY_REWIND = 0x4000000d,
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VIRTKEY_SAVE_STATE = 0x4000000e,
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VIRTKEY_LOAD_STATE = 0x4000000f,
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VIRTKEY_NEXT_SLOT = 0x40000010,
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VIRTKEY_TOGGLE_FULLSCREEN = 0x40000011,
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VIRTKEY_ANALOG_LIGHTLY = 0x40000012,
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VIRTKEY_AXIS_SWAP_TOGGLE = 0x40000013,
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VIRTKEY_DEVMENU = 0x40000014,
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VIRTKEY_FRAME_ADVANCE = 0x40000015,
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VIRTKEY_RECORD = 0x40000016,
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VIRTKEY_SPEED_CUSTOM1 = 0x40000017,
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VIRTKEY_SPEED_CUSTOM2 = 0x40000018,
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VIRTKEY_TEXTURE_DUMP = 0x40000019,
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VIRTKEY_TEXTURE_REPLACE = 0x4000001A,
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VIRTKEY_SCREENSHOT = 0x4000001B,
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VIRTKEY_MUTE_TOGGLE = 0x4000001C,
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VIRTKEY_OPENCHAT = 0x4000001D,
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VIRTKEY_ANALOG_ROTATE_CW = 0x4000001E,
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VIRTKEY_ANALOG_ROTATE_CCW = 0x4000001F,
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VIRTKEY_SCREEN_ROTATION_VERTICAL = 0x40000020,
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VIRTKEY_SCREEN_ROTATION_VERTICAL180 = 0x40000021,
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VIRTKEY_SCREEN_ROTATION_HORIZONTAL = 0x40000022,
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VIRTKEY_SCREEN_ROTATION_HORIZONTAL180 = 0x40000023,
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VIRTKEY_SPEED_ANALOG = 0x40000024,
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VIRTKEY_VR_CAMERA_ADJUST = 0x40000025,
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VIRTKEY_VR_CAMERA_RESET = 0x40000026,
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VIRTKEY_PREVIOUS_SLOT = 0x40000027,
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VIRTKEY_TOGGLE_WLAN = 0x40000028,
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VIRTKEY_EXIT_APP = 0x40000029,
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VIRTKEY_TOGGLE_MOUSE = 0x40000030,
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VIRTKEY_TOGGLE_TOUCH_CONTROLS = 0x40000031,
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VIRTKEY_RESET_EMULATION = 0x40000032,
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VIRTKEY_TOGGLE_DEBUGGER = 0x40000033,
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VIRTKEY_PAUSE_NO_MENU = 0x40000034,
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VIRTKEY_TOGGLE_TILT = 0x40000035,
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VIRTKEY_AXIS_SWAP_HOLD = 0x40000036,
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VIRTKEY_LAST,
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VIRTKEY_COUNT = VIRTKEY_LAST - VIRTKEY_FIRST
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};
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struct MappedAnalogAxis {
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int axisId;
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int direction;
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};
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struct MappedAnalogAxes {
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MappedAnalogAxis leftX;
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MappedAnalogAxis leftY;
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MappedAnalogAxis rightX;
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MappedAnalogAxis rightY;
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};
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// KeyMap
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// A translation layer for key assignment. Provides
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// integration with Core's config state.
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//
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// Does not handle input state managment.
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//
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// Platform ports should map their platform's keys to KeyMap's keys (NKCODE_*).
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//
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// Then have KeyMap transform those into psp buttons.
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class IniFile;
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namespace KeyMap {
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// Combo of InputMappings.
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struct MultiInputMapping {
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MultiInputMapping() {}
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explicit MultiInputMapping(const InputMapping &mapping) {
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mappings.push_back(mapping);
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}
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static MultiInputMapping FromConfigString(std::string_view str);
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std::string ToConfigString() const;
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std::string ToVisualString() const;
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bool operator <(const MultiInputMapping &other) {
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for (size_t i = 0; i < mappings.capacity(); i++) {
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// If one ran out of entries, the other wins.
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if (mappings.size() == i && other.mappings.size() > i) return true;
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if (mappings.size() >= i && other.mappings.size() == i) return false;
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if (mappings[i] < other.mappings[i]) return true;
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if (mappings[i] > other.mappings[i]) return false;
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}
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return false;
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}
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bool operator ==(const MultiInputMapping &other) const {
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return mappings == other.mappings;
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}
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bool EqualsSingleMapping(const InputMapping &other) const {
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return mappings.size() == 1 && mappings[0] == other;
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}
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bool empty() const {
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return mappings.empty();
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}
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bool HasMouse() const {
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for (auto &m : mappings) {
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return m.deviceId == DEVICE_ID_MOUSE;
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}
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return false;
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}
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FixedVec<InputMapping, 3> mappings;
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};
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typedef std::map<int, std::vector<MultiInputMapping>> KeyMapping;
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// Once the multimappings are inserted here, they must not be empty.
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// If one would be, delete the whole entry from the map instead.
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// This is automatically handled by SetInputMapping.
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extern std::set<InputDeviceID> g_seenDeviceIds;
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extern int g_controllerMapGeneration;
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// Key & Button names
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struct KeyMap_IntStrPair {
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int key;
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const char *name;
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};
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// Use if you need to display the textual name
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std::string GetKeyName(InputKeyCode keyCode);
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std::string GetKeyOrAxisName(const InputMapping &mapping);
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std::string GetAxisName(int axisId);
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std::string GetPspButtonName(int btn);
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const char *GetPspButtonNameCharPointer(int btn);
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const KeyMap_IntStrPair *GetMappableKeys(size_t *count);
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// Use to translate input mappings to and from PSP buttons. You should have already translated
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// your platform's keys to InputMapping keys.
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// Note that this one does not handle combos, since there's only one input.
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bool InputMappingToPspButton(const InputMapping &mapping, std::vector<int> *pspButtons);
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bool InputMappingsFromPspButton(int btn, std::vector<MultiInputMapping> *keys, bool ignoreMouse);
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// Simplified check.
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bool PspButtonHasMappings(int btn);
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// Configure the key or axis mapping.
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// Any configuration will be saved to the Core config.
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void SetInputMapping(int psp_key, const MultiInputMapping &key, bool replace);
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// Return false if bind was a duplicate and got removed
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bool ReplaceSingleKeyMapping(int btn, int index, const MultiInputMapping &key);
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MappedAnalogAxes MappedAxesForDevice(InputDeviceID deviceId);
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void LoadFromIni(IniFile &iniFile);
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void SaveToIni(IniFile &iniFile);
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void ClearAllMappings();
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void DeleteNthMapping(int key, int number);
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void SetDefaultKeyMap(DefaultMaps dmap, bool replace);
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void RestoreDefault();
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void UpdateNativeMenuKeys();
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void NotifyPadConnected(InputDeviceID deviceId, std::string_view name);
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void NotifyPadDisconnected(InputDeviceID deviceId);
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bool IsNvidiaShield(std::string_view name);
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bool IsNvidiaShieldTV(std::string_view name);
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bool IsXperiaPlay(std::string_view name);
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bool IsMOQII7S(std::string_view name);
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bool IsRetroid(std::string_view name);
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bool HasBuiltinController(std::string_view name);
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const std::set<std::string> &GetSeenPads();
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std::string PadName(InputDeviceID deviceId);
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void AutoConfForPad(std::string_view name);
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bool IsKeyMapped(InputDeviceID device, int key);
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bool HasChanged(int &prevGeneration);
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// Used for setting thresholds. Technically we could allow a setting per axis, but this is a reasonable compromise.
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enum class AxisType {
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TRIGGER,
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STICK,
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OTHER,
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};
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AxisType GetAxisType(InputAxis axis);
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} // namespace KeyMap
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