Stick regions extend the activation area of the sticks to rectangles covering the corresponding half of the screen.
E.g. for the left stick: when any point of the left side of the screen is touched, the stick is repositioned there, and acts as if it was centered in the touched position. When the finger is lifter, the stick is hidden.
When toggle mode is enabled, the button will toggle between the `Pressed` and `Released` state when it's pressed.
Without toggle mode:
ACTION_DOWN -> Pressed
ACTION_UP -> Released
ACTION_DOWN -> Pressed
ACTION_UP -> Released
With toggle mode:
ACTION_DOWN -> Pressed
ACTION_UP -> No event
ACTION_DOWN -> No event
ACTION_UP -> Released
A combination of factors caused inconsistent button movements when using the arrow buttons to move it, namely floating point approximation and the round down performed when snapping a button to the grid. Sometimes the layman solution is the best one: adding/subtracting one to the move amount depending on the direction ensures that the button always ends up on a grid line.
An unusual big commit, unfortunately needed because none of these changes would make sense nor work individual. A quick list of what have been done follows.
* Introduced a control panel to control buttons replacing the FAB bar
* `ConfigurableButton` and `OnScreenConfiguration` interfaces have been introduced to allow for easier proxying of actions when applying the same changes to all buttons
* Button resize logic has been stripped from the buttons in favor of the new sliders
* General cleanup and renaming of various methods to better reflect their functionality
* Add xml for the shader compilation screen
* Change ConstraintLayout for LinearLayout and adapt style to MD3
* Change some aspects of the progress indicator and the source of text color
Despite the trampoline size being hardcoded, it was previously dynamic and could change based off of the value stored in the target register potentially leading to instructions being missed.
The previous method would cause OOB reads for the last row to clamp, and adding an extra row would potentially encounter unmapped memory. So use this technique based on how Ryu does it.