mirror of
https://github.com/RetroDECK/Duckstation.git
synced 2024-11-25 15:15:40 +00:00
Controller: Add emulation of Namco GunCon
This commit is contained in:
parent
2026ef99e8
commit
e6bd6587fd
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@ -52,6 +52,8 @@ add_library(core
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mdec.h
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memory_card.cpp
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memory_card.h
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namco_guncon.cpp
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namco_guncon.h
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pad.cpp
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pad.h
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psf_loader.cpp
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@ -1,6 +1,7 @@
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#include "controller.h"
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#include "analog_controller.h"
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#include "common/state_wrapper.h"
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#include "namco_guncon.h"
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#include "digital_controller.h"
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Controller::Controller() = default;
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@ -36,7 +37,7 @@ float Controller::GetVibrationMotorStrength(u32 motor)
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return 0.0f;
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}
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std::unique_ptr<Controller> Controller::Create(ControllerType type)
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std::unique_ptr<Controller> Controller::Create(System* system, ControllerType type)
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{
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switch (type)
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{
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@ -46,6 +47,9 @@ std::unique_ptr<Controller> Controller::Create(ControllerType type)
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case ControllerType::AnalogController:
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return AnalogController::Create();
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case ControllerType::NamcoGunCon:
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return NamcoGunCon::Create(system);
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case ControllerType::None:
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default:
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return {};
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@ -72,6 +76,9 @@ Controller::AxisList Controller::GetAxisNames(ControllerType type)
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case ControllerType::AnalogController:
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return AnalogController::StaticGetAxisNames();
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case ControllerType::NamcoGunCon:
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return NamcoGunCon::StaticGetAxisNames();
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case ControllerType::None:
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default:
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return {};
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@ -88,6 +95,9 @@ Controller::ButtonList Controller::GetButtonNames(ControllerType type)
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case ControllerType::AnalogController:
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return AnalogController::StaticGetButtonNames();
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case ControllerType::NamcoGunCon:
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return NamcoGunCon::StaticGetButtonNames();
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case ControllerType::None:
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default:
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return {};
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@ -104,6 +114,9 @@ u32 Controller::GetVibrationMotorCount(ControllerType type)
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case ControllerType::AnalogController:
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return AnalogController::StaticGetVibrationMotorCount();
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case ControllerType::NamcoGunCon:
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return NamcoGunCon::StaticGetVibrationMotorCount();
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case ControllerType::None:
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default:
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return 0;
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@ -120,6 +133,9 @@ std::optional<s32> Controller::GetAxisCodeByName(ControllerType type, std::strin
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case ControllerType::AnalogController:
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return AnalogController::StaticGetAxisCodeByName(axis_name);
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case ControllerType::NamcoGunCon:
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return NamcoGunCon::StaticGetAxisCodeByName(axis_name);
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case ControllerType::None:
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default:
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return std::nullopt;
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@ -136,6 +152,9 @@ std::optional<s32> Controller::GetButtonCodeByName(ControllerType type, std::str
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case ControllerType::AnalogController:
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return AnalogController::StaticGetButtonCodeByName(button_name);
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case ControllerType::NamcoGunCon:
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return NamcoGunCon::StaticGetButtonCodeByName(button_name);
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case ControllerType::None:
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default:
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return std::nullopt;
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@ -7,6 +7,7 @@
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#include <vector>
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class StateWrapper;
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class System;
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class Controller
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{
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@ -48,7 +49,7 @@ public:
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virtual float GetVibrationMotorStrength(u32 motor);
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/// Creates a new controller of the specified type.
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static std::unique_ptr<Controller> Create(ControllerType type);
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static std::unique_ptr<Controller> Create(System* system, ControllerType type);
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/// Gets the integer code for an axis in the specified controller type.
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static std::optional<s32> GetAxisCodeByName(ControllerType type, std::string_view axis_name);
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@ -75,6 +75,7 @@
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<ClCompile Include="interrupt_controller.cpp" />
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<ClCompile Include="mdec.cpp" />
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<ClCompile Include="memory_card.cpp" />
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<ClCompile Include="namco_guncon.cpp" />
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<ClCompile Include="pad.cpp" />
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<ClCompile Include="controller.cpp" />
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<ClCompile Include="psf_loader.cpp" />
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@ -115,6 +116,7 @@
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<ClInclude Include="interrupt_controller.h" />
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<ClInclude Include="mdec.h" />
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<ClInclude Include="memory_card.h" />
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<ClInclude Include="namco_guncon.h" />
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<ClInclude Include="pad.h" />
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<ClInclude Include="controller.h" />
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<ClInclude Include="psf_loader.h" />
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@ -41,6 +41,7 @@
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<ClCompile Include="timing_event.cpp" />
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<ClCompile Include="cdrom_async_reader.cpp" />
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<ClCompile Include="psf_loader.cpp" />
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<ClCompile Include="namco_guncon.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="types.h" />
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@ -83,6 +84,7 @@
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<ClInclude Include="timing_event.h" />
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<ClInclude Include="cdrom_async_reader.h" />
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<ClInclude Include="psf_loader.h" />
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<ClInclude Include="namco_guncon.h" />
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</ItemGroup>
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<ItemGroup>
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<None Include="cpu_core.inl" />
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219
src/core/namco_guncon.cpp
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219
src/core/namco_guncon.cpp
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@ -0,0 +1,219 @@
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#include "namco_guncon.h"
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#include "common/assert.h"
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#include "common/log.h"
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#include "common/state_wrapper.h"
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#include "gpu.h"
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#include "imgui.h"
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#include "system.h"
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#include <array>
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Log_SetChannel(NamcoGunCon);
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NamcoGunCon::NamcoGunCon(System* system) : m_system(system) {}
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NamcoGunCon::~NamcoGunCon() = default;
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ControllerType NamcoGunCon::GetType() const
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{
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return ControllerType::NamcoGunCon;
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}
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std::optional<s32> NamcoGunCon::GetAxisCodeByName(std::string_view axis_name) const
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{
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return StaticGetAxisCodeByName(axis_name);
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}
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std::optional<s32> NamcoGunCon::GetButtonCodeByName(std::string_view button_name) const
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{
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return StaticGetButtonCodeByName(button_name);
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}
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void NamcoGunCon::Reset()
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{
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m_transfer_state = TransferState::Idle;
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}
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bool NamcoGunCon::DoState(StateWrapper& sw)
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{
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if (!Controller::DoState(sw))
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return false;
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sw.Do(&m_button_state);
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sw.Do(&m_position_x);
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sw.Do(&m_position_y);
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sw.Do(&m_transfer_state);
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return true;
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}
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void NamcoGunCon::SetAxisState(s32 axis_code, float value) {}
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void NamcoGunCon::SetButtonState(Button button, bool pressed)
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{
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static constexpr std::array<u8, static_cast<size_t>(Button::Count)> indices = {{13, 3, 14}};
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if (pressed)
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m_button_state &= ~(u16(1) << indices[static_cast<u8>(button)]);
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else
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m_button_state |= u16(1) << indices[static_cast<u8>(button)];
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}
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void NamcoGunCon::SetButtonState(s32 button_code, bool pressed)
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{
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if (button_code < 0 || button_code >= static_cast<s32>(Button::Count))
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return;
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SetButtonState(static_cast<Button>(button_code), pressed);
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}
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void NamcoGunCon::ResetTransferState()
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{
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m_transfer_state = TransferState::Idle;
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}
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bool NamcoGunCon::Transfer(const u8 data_in, u8* data_out)
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{
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static constexpr u16 ID = 0x5A63;
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switch (m_transfer_state)
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{
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case TransferState::Idle:
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{
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// ack when sent 0x01, send ID for 0x42
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if (data_in == 0x42)
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{
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*data_out = Truncate8(ID);
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m_transfer_state = TransferState::IDMSB;
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return true;
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}
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else
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{
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*data_out = 0xFF;
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return (data_in == 0x01);
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}
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}
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case TransferState::IDMSB:
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{
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*data_out = Truncate8(ID >> 8);
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m_transfer_state = TransferState::ButtonsLSB;
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return true;
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}
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case TransferState::ButtonsLSB:
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{
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*data_out = Truncate8(m_button_state);
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m_transfer_state = TransferState::ButtonsMSB;
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return true;
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}
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case TransferState::ButtonsMSB:
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{
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*data_out = Truncate8(m_button_state >> 8);
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m_transfer_state = TransferState::XLSB;
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return true;
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}
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case TransferState::XLSB:
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{
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UpdatePosition();
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*data_out = Truncate8(m_position_x);
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m_transfer_state = TransferState::XMSB;
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return true;
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}
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case TransferState::XMSB:
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{
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*data_out = Truncate8(m_position_x >> 8);
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m_transfer_state = TransferState::YLSB;
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return true;
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}
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case TransferState::YLSB:
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{
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*data_out = Truncate8(m_position_y);
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m_transfer_state = TransferState::YMSB;
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return true;
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}
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case TransferState::YMSB:
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{
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*data_out = Truncate8(m_position_y >> 8);
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m_transfer_state = TransferState::Idle;
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return false;
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}
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default:
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{
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UnreachableCode();
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return false;
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}
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}
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}
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void NamcoGunCon::UpdatePosition()
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{
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// get screen coordinates. TODO better way
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const s32 mouse_x = static_cast<s32>(ImGui::GetIO().MousePos.x);
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const s32 mouse_y = static_cast<s32>(ImGui::GetIO().MousePos.y);
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// are we within the active display area?
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u32 tick, line;
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if (mouse_x < 0 || mouse_y < 0 ||
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!m_system->GetGPU()->ConvertScreenCoordinatesToBeamTicksAndLines(mouse_x, mouse_y, &tick, &line))
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{
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Log_DebugPrintf("Lightgun out of range for window coordinates %d,%d", mouse_x, mouse_y);
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m_position_x = 0x01;
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m_position_y = 0x0A;
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return;
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}
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// 8MHz units for X = 44100*768*11/7 = 53222400 / 8000000 = 6.6528
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m_position_x = static_cast<u16>(static_cast<float>(tick) * (1.0f / 6.6528f));
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m_position_y = static_cast<u16>(line);
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Log_DebugPrintf("Lightgun window coordinates %d,%d -> tick %u line %u 8mhz ticks %u", tick, line, m_position_x);
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}
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std::unique_ptr<NamcoGunCon> NamcoGunCon::Create(System* system)
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{
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return std::make_unique<NamcoGunCon>(system);
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}
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std::optional<s32> NamcoGunCon::StaticGetAxisCodeByName(std::string_view button_name)
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{
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return std::nullopt;
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}
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std::optional<s32> NamcoGunCon::StaticGetButtonCodeByName(std::string_view button_name)
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{
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#define BUTTON(name) \
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if (button_name == #name) \
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{ \
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return static_cast<s32>(ZeroExtend32(static_cast<u8>(Button::name))); \
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}
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BUTTON(Trigger);
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BUTTON(A);
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BUTTON(B);
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return std::nullopt;
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#undef BUTTON
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}
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Controller::AxisList NamcoGunCon::StaticGetAxisNames()
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{
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return {};
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}
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Controller::ButtonList NamcoGunCon::StaticGetButtonNames()
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{
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#define B(n) \
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{ \
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#n, static_cast < s32>(Button::n) \
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}
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return {B(Trigger), B(A), B(B)};
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#undef B
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}
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u32 NamcoGunCon::StaticGetVibrationMotorCount()
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{
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return 0;
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}
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src/core/namco_guncon.h
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66
src/core/namco_guncon.h
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#pragma once
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#include "controller.h"
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#include <memory>
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#include <optional>
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#include <string_view>
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class NamcoGunCon final : public Controller
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{
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public:
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enum class Button : u8
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{
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Trigger = 0,
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A = 1,
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B = 2,
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Count
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};
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NamcoGunCon(System* system);
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~NamcoGunCon() override;
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static std::unique_ptr<NamcoGunCon> Create(System* system);
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static std::optional<s32> StaticGetAxisCodeByName(std::string_view button_name);
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static std::optional<s32> StaticGetButtonCodeByName(std::string_view button_name);
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static AxisList StaticGetAxisNames();
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static ButtonList StaticGetButtonNames();
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static u32 StaticGetVibrationMotorCount();
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ControllerType GetType() const override;
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std::optional<s32> GetAxisCodeByName(std::string_view axis_name) const override;
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std::optional<s32> GetButtonCodeByName(std::string_view button_name) const override;
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void Reset() override;
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bool DoState(StateWrapper& sw) override;
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void SetAxisState(s32 axis_code, float value) override;
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void SetButtonState(s32 button_code, bool pressed) override;
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void ResetTransferState() override;
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bool Transfer(const u8 data_in, u8* data_out) override;
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void SetButtonState(Button button, bool pressed);
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private:
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void UpdatePosition();
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enum class TransferState : u8
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{
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Idle,
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IDMSB,
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ButtonsLSB,
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ButtonsMSB,
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XLSB,
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XMSB,
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YLSB,
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YMSB
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};
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System* m_system;
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// buttons are active low
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u16 m_button_state = UINT16_C(0xFFFF);
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u16 m_position_x = 0;
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u16 m_position_y = 0;
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TransferState m_transfer_state = TransferState::Idle;
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};
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@ -50,7 +50,7 @@ bool Pad::DoState(StateWrapper& sw)
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m_controllers[i].reset();
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if (state_controller_type != ControllerType::None)
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m_controllers[i] = Controller::Create(state_controller_type);
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m_controllers[i] = Controller::Create(m_system, state_controller_type);
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}
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if (m_controllers[i])
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@ -349,9 +349,10 @@ const char* Settings::GetAudioBackendDisplayName(AudioBackend backend)
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return s_audio_backend_display_names[static_cast<int>(backend)];
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}
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static std::array<const char*, 3> s_controller_type_names = {{"None", "DigitalController", "AnalogController"}};
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static std::array<const char*, 3> s_controller_display_names = {
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{"None", "Digital Controller", "Analog Controller (DualShock)"}};
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static std::array<const char*, 4> s_controller_type_names = {
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{"None", "DigitalController", "AnalogController", "NamcoGunCon"}};
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static std::array<const char*, 4> s_controller_display_names = {
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{"None", "Digital Controller", "Analog Controller (DualShock)", "Namco GunCon"}};
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std::optional<ControllerType> Settings::ParseControllerTypeName(const char* str)
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{
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@ -785,7 +785,7 @@ void System::UpdateControllers()
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const ControllerType type = settings.controller_types[i];
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if (type != ControllerType::None)
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{
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std::unique_ptr<Controller> controller = Controller::Create(type);
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std::unique_ptr<Controller> controller = Controller::Create(this, type);
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if (controller)
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m_pad->SetController(i, std::move(controller));
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}
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@ -87,6 +87,7 @@ enum class ControllerType
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None,
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DigitalController,
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AnalogController,
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NamcoGunCon,
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Count
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};
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