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https://github.com/mitch030504/Wiicompiled_VR_Frame.git
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keyboard and mouse support, rebinding overhaul, analog triggers to digital inputs (#162)
* add keyboard support, analog triggers to digital input, and rebinding overhaul * Update README.md * Update README.md readme typo * implemented code rabbits suggestions - Preserved NSO GameCube analog triggers. - Made modal closure and Escape cancel every rebind kind. - Deduced the native button array size; <array> already existed. - Centralized axis/sign decoding. - Kept threshold updates live, saving only when editing ends. * add dimming when in settings and add clear mapping button * Update settings_overlay.cpp --------- Co-authored-by: patchzyy <64382339+patchzyy@users.noreply.github.com>
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@@ -319,6 +319,18 @@ std::array<bool, PAD_CHANMAX> g_suppressLeftTrigger{};
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std::array<bool, PAD_CHANMAX> g_suppressRightTrigger{};
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bool is_mouse_scancode(const s32 scancode) { return scancode < PAD_KEY_INVALID; }
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bool is_native_binding_pressed(SDL_Gamepad* gamepad, u32 binding) {
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if (PADIsAxisButton(binding)) {
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const u32 axis = PADAxisButtonAxis(binding);
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const u32 threshold = PADAxisButtonThreshold(binding);
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if (axis >= SDL_GAMEPAD_AXIS_COUNT || threshold < 1 || threshold > 100) return false;
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int value = SDL_GetGamepadAxis(gamepad, static_cast<SDL_GamepadAxis>(axis));
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if (PADAxisButtonNegative(binding)) value = -value;
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return value > 0 && value * 100 >= static_cast<int>(threshold) * 32767;
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}
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return binding < SDL_GAMEPAD_BUTTON_COUNT &&
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SDL_GetGamepadButton(gamepad, static_cast<SDL_GamepadButton>(binding));
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}
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bool is_mouse_button_pressed(const s32 scancode) {
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const int32_t buttonNum = -(scancode + 1);
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if (buttonNum < 1 || buttonNum > 5) {
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@@ -724,10 +736,10 @@ u32 PADRead(PADStatus* status) {
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}
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status[i].err = PAD_ERR_NONE;
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if (g_keyboardBindings[i].m_mappingsSet) {
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if (g_keyboardBindings[i].m_mappingsSet && SDL_GetKeyboardFocus() != nullptr) {
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std::ranges::for_each(
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g_keyboardBindings[i].m_buttonMapping, [&kbState, &i, &status](const PADKeyButtonBinding& mapping) {
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if (mapping.scancode > PAD_KEY_INVALID && kbState[mapping.scancode]) {
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g_keyboardBindings[i].m_buttonMapping, [&kbState, &numKeys, &i, &status](const PADKeyButtonBinding& mapping) {
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if (mapping.scancode > PAD_KEY_INVALID && mapping.scancode < numKeys && kbState[mapping.scancode]) {
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status[i].button |= mapping.padButton;
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} else if (is_mouse_scancode(mapping.scancode) && is_mouse_button_pressed(mapping.scancode)) {
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status[i].button |= mapping.padButton;
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@@ -788,7 +800,7 @@ u32 PADRead(PADStatus* status) {
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status[i].triggerRight = static_cast<u8>(std::min(static_cast<int>(status[i].triggerRight) + tr, 255));
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}
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if (controller) {
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if (controller && !g_keyboardBindings[i].m_mappingsSet) {
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EnsureMappingLoaded(controller);
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// Wii U Pro Controller raw D-pad fallback. SDL's HIDAPI Wii driver posts
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@@ -835,7 +847,7 @@ u32 PADRead(PADStatus* status) {
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bool rightTriggerSet = false;
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std::ranges::for_each(controller->m_buttonMapping, [&controller, &i, &status, &leftTriggerSet,
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&rightTriggerSet](const auto& mapping) {
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if (SDL_GetGamepadButton(controller->m_controller, static_cast<SDL_GamepadButton>(mapping.nativeButton))) {
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if (is_native_binding_pressed(controller->m_controller, mapping.nativeButton)) {
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status[i].button |= mapping.padButton;
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}
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@@ -852,7 +864,7 @@ u32 PADRead(PADStatus* status) {
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if (mapping.nativeButton == PAD_NATIVE_BUTTON_INVALID) {
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return;
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}
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if (SDL_GetGamepadButton(controller->m_controller, static_cast<SDL_GamepadButton>(mapping.nativeButton))) {
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if (is_native_binding_pressed(controller->m_controller, mapping.nativeButton)) {
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status[i].button |= mapping.padButton;
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}
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@@ -946,6 +958,17 @@ u32 PADRead(PADStatus* status) {
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Sint16 tl = std::max(static_cast<Sint16>(0), _get_axis_value(controller, PAD_AXIS_TRIGGER_L));
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Sint16 tr = std::max(static_cast<Sint16>(0), _get_axis_value(controller, PAD_AXIS_TRIGGER_R));
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// Games can read either the digital L/R bits or their analog pressure.
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// An explicit button binding must drive both, otherwise the original
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// L2/R2 axis still activates L/R even when it was rebound to L1/R1.
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// Real GC pads retain independent analog travel and end-stop clicks.
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if (!(controller->m_isGameCube ||
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(SDL_GetGamepadType(controller->m_controller) == SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO &&
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controller->m_pid == 0x2073))) {
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if (leftTriggerSet) tl = (status[i].button & PAD_TRIGGER_L) != 0 ? 32767 : 0;
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if (rightTriggerSet) tr = (status[i].button & PAD_TRIGGER_R) != 0 ? 32767 : 0;
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}
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if (controller->m_deadZones.emulateTriggers) {
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if (!leftTriggerSet && tl > controller->m_deadZones.leftTriggerActivationZone) {
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status[i].button |= PAD_TRIGGER_L;
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@@ -990,12 +1013,13 @@ void PADControlMotor(const u32 chan, const u32 cmd) {
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}
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if (controller->m_isGameCube) {
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if (cmd == PAD_MOTOR_STOP) {
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aurora::input::controller_rumble(instance, 0, 1, 0);
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if (cmd == PAD_MOTOR_STOP || cmd == PAD_MOTOR_STOP_HARD) {
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// Use an unambiguous motor-off request. The (0, 1) coast encoding
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// requires SDL's GameCube brake mode; other backends or an overridden
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// hint interpret it as rumble and can leave the controller vibrating.
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aurora::input::controller_rumble(instance, 0, 0, 0);
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} else if (cmd == PAD_MOTOR_RUMBLE) {
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aurora::input::controller_rumble(instance, 1, 1, 0);
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} else if (cmd == PAD_MOTOR_STOP_HARD) {
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aurora::input::controller_rumble(instance, 0, 0, 0);
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}
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} else {
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if (cmd == PAD_MOTOR_STOP) {
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@@ -1278,6 +1302,11 @@ BOOL PADSetKeyButtonBindings(const u32 port, PADKeyButtonBinding bindings[PAD_BU
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}
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PADKeyButtonBinding* PADGetKeyButtonBindings(const u32 port, u32* buttonCount) {
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PADInit();
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if (!g_keyboardBindingsLoaded) {
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g_keyboardBindingsLoaded = true;
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load_keyboard_bindings();
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}
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if (port >= PAD_MAX_CONTROLLERS || !g_keyboardBindings[port].m_mappingsSet) {
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return nullptr;
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}
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