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Input: Add onControllerAdded/Removed callbacks and also display the controller name in the input viewer
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@@ -25,7 +25,7 @@ class CInputGenerator /*: public boo::DeviceFinder*/ {
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float m_leftDiv;
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float m_rightDiv;
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CKeyboardMouseControllerData m_data;
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SAuroraControllerState m_state[4];
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std::array<SAuroraControllerState, 4> m_state;
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CFinalInput m_lastUpdate;
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const CFinalInput& getFinalInput(unsigned idx, float dt);
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@@ -43,14 +43,14 @@ public:
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// }
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// }
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void controllerButton(uint32_t idx, aurora::ControllerButton button, bool pressed) noexcept {
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s32 player = aurora::get_controller_player_index(idx);
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if (player < 0) {
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return;
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}
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m_state[player].m_btns.set(size_t(button), pressed);
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}
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void controllerAxis(uint32_t idx, aurora::ControllerAxis axis, int16_t value) noexcept;
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void controllerAdded(uint32_t which) noexcept;
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void controllerRemoved(uint32_t which) noexcept;
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void controllerButton(uint32_t which, aurora::ControllerButton button, bool pressed) noexcept;
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void controllerAxis(uint32_t which, aurora::ControllerAxis axis, int16_t value) noexcept;
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/* Keyboard and mouse events are delivered on the main game
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* thread as part of the app's main event loop. The OS is responsible
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