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Brings in the keyboard/mouse rebinding overhaul (#162), the Kamek skip-return hook fixes (#182, #218), the exit button and controller LED fix (#221), the autohide-cursor and mute hotkey fix (#211), the Linux --sysroot plumbing (#224) and the switch to the theofficialgman dawn-build fork (#215). Conflicts resolved to keep the VR integration intact: - settings_overlay.cpp/.h: kept both new declarations. The controller rebinding UI takes upstream's click-to-rebind widgets wholesale - our only edit there was wrapping the combo width in Scaled(), and upstream's bindingWidth is already font-relative, so the headset panel still scales. Kept our DrawResolutionMenu() extraction (the VR panel reuses it) while adopting upstream's DrawExitPrompt() and its new DrawTopBar() prologue; kept our Diagnostics menu alongside upstream's exit-button width math. HandleEvents merges both keyboard paths, with the VR recenter hotkey now guarded by !g_rebind.active so it cannot fire while a binding is being captured. - AuroraDawnProvider.cmake: dropped our now-dead Android hash block. Upstream restructured the pins into an if/elseif chain that already covers android/aarch64, with the digest for the new dawn-build fork; our leftover block was unreachable and carried the old encounter digest. - Version plumbing (Build-Installer.ps1, Setup.Windows Program.cs and csproj): kept this fork's own line, which is 0.2.39 and centralised in Launcher/Directory.Build.props, rather than regressing to upstream's hardcoded 0.2.32. Verified: translator 654/654; runtime ctest 14/14 including every VR test; WiiCompiled and RetroRewind link; aurora gx_fifo_tests 262/263, the one failure being the TevRegisterLiveness case already documented as pre-existing on this branch. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
22 lines
853 B
C++
22 lines
853 B
C++
#pragma once
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#include <aurora/aurora.h>
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#include <aurora/event.h>
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namespace settings_overlay {
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// Apply persistent controller settings once Aurora has discovered host devices.
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void InitializeRuntimeSettings() noexcept;
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// Draw the F10 settings bar before each Aurora present.
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void HandleEvents(const AuroraEvent* events) noexcept;
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void Draw() noexcept;
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bool StartupScreenVisible() noexcept;
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void NotifyStrapInputAccepted() noexcept;
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void AdvancePresentedFrame() noexcept;
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// Re-sends the VR virtual screen's placement to Aurora. Its metres are
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// converted with the world scale currently in effect, so switching the
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// first-person camera on or off has to repeat it.
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void RefreshVrHudVirtualScreen() noexcept;
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// Put host controllers back to a neutral state before the process ends.
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void ReleaseControllers() noexcept;
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} // namespace settings_overlay
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