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https://github.com/hedge-dev/UnleashedRecomp.git
synced 2026-05-18 08:48:42 -05:00
Implemented key binding config (#257)
Co-authored-by: Skyth (Asilkan) <19259897+blueskythlikesclouds@users.noreply.github.com>
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@@ -408,50 +408,59 @@ uint32_t XamInputGetState(uint32_t userIndex, uint32_t flags, XAMINPUT_STATE* st
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if (hid::IsInputAllowed())
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hid::GetState(userIndex, state);
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if (GameWindow::s_isFocused)
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{
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auto keyboardState = SDL_GetKeyboardState(NULL);
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auto keyboardState = SDL_GetKeyboardState(NULL);
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if (keyboardState[SDL_SCANCODE_UP])
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if (GameWindow::s_isFocused && !keyboardState[SDL_SCANCODE_LALT])
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{
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if (keyboardState[Config::Key_LeftStickUp])
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state->Gamepad.sThumbLY = 32767;
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if (keyboardState[SDL_SCANCODE_DOWN])
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if (keyboardState[Config::Key_LeftStickDown])
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state->Gamepad.sThumbLY = -32768;
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if (keyboardState[SDL_SCANCODE_LEFT])
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if (keyboardState[Config::Key_LeftStickLeft])
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state->Gamepad.sThumbLX = -32768;
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if (keyboardState[SDL_SCANCODE_RIGHT])
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if (keyboardState[Config::Key_LeftStickRight])
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state->Gamepad.sThumbLX = 32767;
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if (keyboardState[SDL_SCANCODE_1])
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if (keyboardState[Config::Key_RightStickUp])
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state->Gamepad.sThumbRY = 32767;
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if (keyboardState[Config::Key_RightStickDown])
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state->Gamepad.sThumbRY = -32768;
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if (keyboardState[Config::Key_RightStickLeft])
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state->Gamepad.sThumbRX = -32768;
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if (keyboardState[Config::Key_RightStickRight])
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state->Gamepad.sThumbRX = 32767;
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if (keyboardState[Config::Key_LeftTrigger])
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state->Gamepad.bLeftTrigger = 0xFF;
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if (keyboardState[SDL_SCANCODE_3])
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if (keyboardState[Config::Key_RightTrigger])
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state->Gamepad.bRightTrigger = 0xFF;
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if (keyboardState[SDL_SCANCODE_I])
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if (keyboardState[Config::Key_DPadUp])
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state->Gamepad.wButtons |= XAMINPUT_GAMEPAD_DPAD_UP;
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if (keyboardState[SDL_SCANCODE_K])
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if (keyboardState[Config::Key_DPadDown])
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state->Gamepad.wButtons |= XAMINPUT_GAMEPAD_DPAD_DOWN;
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if (keyboardState[SDL_SCANCODE_J])
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if (keyboardState[Config::Key_DPadLeft])
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state->Gamepad.wButtons |= XAMINPUT_GAMEPAD_DPAD_LEFT;
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if (keyboardState[SDL_SCANCODE_L])
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if (keyboardState[Config::Key_DPadRight])
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state->Gamepad.wButtons |= XAMINPUT_GAMEPAD_DPAD_RIGHT;
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if (keyboardState[SDL_SCANCODE_RETURN] && !keyboardState[SDL_SCANCODE_LALT])
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if (keyboardState[Config::Key_Start])
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state->Gamepad.wButtons |= XAMINPUT_GAMEPAD_START;
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if (keyboardState[SDL_SCANCODE_BACKSPACE])
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if (keyboardState[Config::Key_Back])
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state->Gamepad.wButtons |= XAMINPUT_GAMEPAD_BACK;
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if (keyboardState[SDL_SCANCODE_Q])
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if (keyboardState[Config::Key_LeftBumper])
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state->Gamepad.wButtons |= XAMINPUT_GAMEPAD_LEFT_SHOULDER;
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if (keyboardState[SDL_SCANCODE_E])
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if (keyboardState[Config::Key_RightBumper])
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state->Gamepad.wButtons |= XAMINPUT_GAMEPAD_RIGHT_SHOULDER;
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if (keyboardState[SDL_SCANCODE_S])
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if (keyboardState[Config::Key_A])
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state->Gamepad.wButtons |= XAMINPUT_GAMEPAD_A;
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if (keyboardState[SDL_SCANCODE_D])
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if (keyboardState[Config::Key_B])
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state->Gamepad.wButtons |= XAMINPUT_GAMEPAD_B;
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if (keyboardState[SDL_SCANCODE_A])
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if (keyboardState[Config::Key_X])
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state->Gamepad.wButtons |= XAMINPUT_GAMEPAD_X;
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if (keyboardState[SDL_SCANCODE_W])
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if (keyboardState[Config::Key_Y])
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state->Gamepad.wButtons |= XAMINPUT_GAMEPAD_Y;
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}
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