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d0a5237c4f
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06793d6f86
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06793d6f86 | ||
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916537e24d |
@ -54,9 +54,6 @@ enum class InputType {
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};
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void set_scanned_input(recomp::InputField value) {
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if (value.input_type == 4) {
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printf("scanned input for analog");
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}
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scanning_device.store(recomp::InputDevice::COUNT);
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scanned_input.store(value);
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}
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@ -164,21 +164,6 @@ static bool cont_active = true;
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static recomp::InputDevice cur_device = recomp::InputDevice::Controller;
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void recomp::finish_scanning_input(recomp::InputField scanned_field) {
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if (scanned_input_index == static_cast<int>(GameInput::ACCEPT_MENU) && (
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// scanned_field.input_type == 4 /* magic number: InputType::ControllerAnalog */ || (
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// https://github.com/Zelda64Recomp/Zelda64Recomp/issues/411
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scanned_field.input_type == 3 /* magic number: InputType::ControllerDigital */ && (
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scanned_field.input_id == SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_UP ||
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scanned_field.input_id == SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_DOWN ||
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scanned_field.input_id == SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_LEFT ||
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scanned_field.input_id == SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_RIGHT
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)
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// )
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)) {
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start_scanning_input(cur_device);
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return;
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}
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recomp::set_input_binding(static_cast<recomp::GameInput>(scanned_input_index), scanned_binding_index, cur_device, scanned_field);
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scanned_input_index = -1;
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scanned_binding_index = -1;
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