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Made it possible to use the controller hat when entering the UI mode passkey.
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@ -72,8 +72,7 @@ bool UIModeController::inputIsMatch(InputConfig* config, Input input)
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// When we have reached the end of the list, trigger UI_mode unlock.
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void UIModeController::unlockUIMode()
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{
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LOG(LogDebug) <<
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" UIModeController::listen(): Passkey sequence completed, switching UIMode to Full";
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LOG(LogInfo) << "Passkey sequence completed, switching UI mode to Full";
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Settings::getInstance()->setString("UIMode", "full");
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Settings::getInstance()->saveFile();
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mPassKeyCounter = 0;
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@ -138,10 +137,18 @@ std::string UIModeController::getFormattedPassKeyStr()
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bool UIModeController::isValidInput(InputConfig* config, Input input)
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{
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if ((config->getMappedTo(input).size() == 0) || // Not a mapped input, so ignore..
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(input.type == TYPE_HAT) || // Ignore all hat inputs.
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if ((config->getMappedTo(input).size() == 0) || // Not a mapped input, so ignore it.
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(!input.value)) // Not a key-down event.
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return false;
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else if (input.type == TYPE_HAT) {
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// When the hat goes back to neutral, getMappedTo() will return entries for all
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// four directions as the neutral cancels any of them out. So a neutral is
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// equivalent to a key-up event and should therefore be ignored.
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if (config->getMappedTo(input).size() == 4)
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return false;
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else
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return true;
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}
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else
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return true;
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}
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