[HID] Optional guide button support.
Maybe this is interesting to some games.
This commit is contained in:
@@ -20,6 +20,7 @@
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#include "xenia/base/logging.h"
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#include "xenia/base/main.h"
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#include "xenia/base/threading.h"
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#include "xenia/hid/hid_flags.h"
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#include "xenia/hid/input_system.h"
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#include "xenia/ui/imgui_drawer.h"
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#include "xenia/ui/vulkan/vulkan_provider.h"
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@@ -155,6 +156,8 @@ int hid_demo_main(const std::vector<std::string>& args) {
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static bool enable_GetState = false;
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ImGui::Checkbox("Active", &enable_GetState);
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ImGui::SameLine();
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ImGui::Checkbox("Guide Button", &cvars::guide_button);
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if (enable_GetState) {
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ImGui::Spacing();
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DrawInputGetState();
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@@ -203,35 +206,38 @@ void DrawUserInputGetState(uint32_t user_index) {
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return;
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}
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ImGui::Text(" Packet Number: %u", static_cast<uint32_t>(state.packet_number));
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ImGui::Text(" Packet Number: %u",
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static_cast<uint32_t>(state.packet_number));
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auto& gamepad = state.gamepad;
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ImGui::Text(" Buttons: [%c][%c][%c][%c] [%s][%s]",
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ImGui::Text(" Right Buttons: [%c][%c][%c][%c]",
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gamepad.buttons & X_INPUT_GAMEPAD_A ? 'A' : ' ',
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gamepad.buttons & X_INPUT_GAMEPAD_B ? 'B' : ' ',
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gamepad.buttons & X_INPUT_GAMEPAD_X ? 'X' : ' ',
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gamepad.buttons & X_INPUT_GAMEPAD_Y ? 'Y' : ' ',
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gamepad.buttons & X_INPUT_GAMEPAD_START ? "start" : " ",
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gamepad.buttons & X_INPUT_GAMEPAD_BACK ? "back" : " ");
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ImGui::Text(" D-pad: [%c][%c][%c][%c]",
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gamepad.buttons & X_INPUT_GAMEPAD_Y ? 'Y' : ' ');
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ImGui::Text("Special Buttons: [%s][%s][%s]",
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gamepad.buttons & X_INPUT_GAMEPAD_BACK ? "back" : " ",
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gamepad.buttons & X_INPUT_GAMEPAD_GUIDE ? "guide" : " ",
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gamepad.buttons & X_INPUT_GAMEPAD_START ? "start" : " ");
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ImGui::Text(" D-pad: [%c][%c][%c][%c]",
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gamepad.buttons & X_INPUT_GAMEPAD_DPAD_UP ? 'U' : ' ',
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gamepad.buttons & X_INPUT_GAMEPAD_DPAD_DOWN ? 'D' : ' ',
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gamepad.buttons & X_INPUT_GAMEPAD_DPAD_LEFT ? 'L' : ' ',
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gamepad.buttons & X_INPUT_GAMEPAD_DPAD_RIGHT ? 'R' : ' ');
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ImGui::Text(" Thumbs: [%c][%c]",
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ImGui::Text(" Thumbs: [%c][%c]",
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gamepad.buttons & X_INPUT_GAMEPAD_LEFT_THUMB ? 'L' : ' ',
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gamepad.buttons & X_INPUT_GAMEPAD_RIGHT_THUMB ? 'R' : ' ');
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ImGui::Text(" Shoulders: [%c][%c]",
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ImGui::Text(" Shoulders: [%c][%c]",
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gamepad.buttons & X_INPUT_GAMEPAD_LEFT_SHOULDER ? 'L' : ' ',
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gamepad.buttons & X_INPUT_GAMEPAD_RIGHT_SHOULDER ? 'R' : ' ');
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ImGui::Text(" Left Trigger: %3u",
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ImGui::Text(" Left Trigger: %3u",
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static_cast<uint16_t>(gamepad.left_trigger));
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ImGui::Text(" Right Trigger: %3u",
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ImGui::Text(" Right Trigger: %3u",
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static_cast<uint16_t>(gamepad.right_trigger));
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ImGui::Text(" Left Thumb: %6d, %6d",
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ImGui::Text(" Left Thumb: %6d, %6d",
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static_cast<int32_t>(gamepad.thumb_lx),
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static_cast<int32_t>(gamepad.thumb_ly));
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ImGui::Text(" Right Thumb: %6d, %6d",
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ImGui::Text(" Right Thumb: %6d, %6d",
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static_cast<int32_t>(gamepad.thumb_rx),
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static_cast<int32_t>(gamepad.thumb_ry));
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@@ -243,7 +249,7 @@ void DrawUserInputGetState(uint32_t user_index) {
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UINT16_MAX);
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input_system_->SetState(user_index, &vibration);
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ImGui::Text(" Motor Speeds: L %5u, R %5u",
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ImGui::Text(" Motor Speeds: L %5u, R %5u",
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static_cast<uint32_t>(vibration.left_motor_speed),
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static_cast<uint32_t>(vibration.right_motor_speed));
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