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https://github.com/Dingo-Shenanigans/ReSkate.git
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The launcher read no controller at all. Started from Steam (Desktop or Game Mode on a Steam Deck), Steam Input applies the game's gamepad layout to it, where the right trackpad is the right stick and its click is R3, so the trackpad did nothing; only the touch screen, which arrives as mouse messages, worked. - Every XInput pad is merged (Xbox, Steam Input's virtual pad), else a DualShock 4 / DualSense is read over HID with the reader the in-game menu already uses, now its own library (dingosdk_playstation_input). - D-pad and left stick move ImGui's focus, outlined in the launcher's blue; A / Cross presses. The hand-drawn tiles, switches and menu buttons take part in navigation (ImGuiButtonFlags_EnableNav). - B / Circle closes an open combo or menu and leaves a text field, and is Escape otherwise, which the launcher's pages already go back on. Escape now also closes the mod overviews and answers Cancel in the uninstall and replace confirmations; closing an overview no longer also leaves the page. - The right stick (the trackpad) moves a pointer that ImGui draws, and R3 (the trackpad's click) is the left button. The system cursor follows it; a mouse move or a touch elsewhere takes the pointer back. - The ImGui Win32 backend's own gamepad code (slot 0 only) is compiled out so it cannot fight the launcher's events; nothing else used it.
208 lines
7.9 KiB
C++
208 lines
7.9 KiB
C++
// Controller input in the launcher: focus, back, the trackpad pointer and its click,
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// checked through real ImGui frames.
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#include "Launcher/gamepad_input.h"
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#include <imgui.h>
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#include <iostream>
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#include <optional>
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#include <string>
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using dingosdk::launcher_gui::PadFeed;
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using dingosdk::launcher_gui::PadState;
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namespace {
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int failures = 0;
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void check(bool condition, const char* what) {
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if (condition) return;
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std::cerr << "FAIL: " << what << '\n';
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++failures;
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}
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constexpr std::uint16_t dpad_down = 0x0002, right_thumb = 0x0080, button_a = 0x1000, button_b = 0x2000;
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struct Seen {
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std::string pressed; // the button that reported a press this frame
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bool escape{};
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bool menu_open{};
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};
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// One launcher frame: the pad goes in before NewFrame, as gui.cpp does it.
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// Two buttons stacked at the top left, and a menu popup opened on request.
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Seen frame(PadFeed& feed, const PadState& pad, bool open_menu = false, std::optional<ImVec2>* warp = nullptr) {
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auto& io = ImGui::GetIO();
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io.DisplaySize = ImVec2(800, 600);
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io.DeltaTime = 1.0f / 60.0f;
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const auto moved = feed.update(io, pad, 1.0f);
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if (warp) *warp = moved;
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ImGui::NewFrame();
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Seen seen;
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ImGui::SetNextWindowPos(ImVec2(0, 0));
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ImGui::SetNextWindowSize(ImVec2(800, 600));
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ImGui::Begin("##root", nullptr, ImGuiWindowFlags_NoDecoration);
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ImGui::SetCursorScreenPos(ImVec2(100, 100));
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if (ImGui::InvisibleButton("first", ImVec2(200, 50), ImGuiButtonFlags_EnableNav)) seen.pressed = "first";
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ImGui::SetCursorScreenPos(ImVec2(100, 200));
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if (ImGui::InvisibleButton("second", ImVec2(200, 50), ImGuiButtonFlags_EnableNav)) seen.pressed = "second";
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if (open_menu) ImGui::OpenPopup("##menu");
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if (ImGui::BeginPopup("##menu")) {
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seen.menu_open = true;
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ImGui::MenuItem("Details");
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ImGui::EndPopup();
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}
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seen.escape = ImGui::IsKeyPressed(ImGuiKey_Escape, false);
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ImGui::End();
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ImGui::Render();
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return seen;
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}
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PadState pad(std::uint16_t buttons = 0, std::int16_t right_x = 0, std::int16_t right_y = 0) {
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PadState state;
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state.connected = true;
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state.buttons = buttons;
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state.right_x = right_x;
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state.right_y = right_y;
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return state;
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}
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// Presses and lets go, returning what the frames saw.
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std::string press(PadFeed& feed, std::uint16_t button) {
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std::string pressed = frame(feed, pad(button)).pressed;
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const auto released = frame(feed, pad()).pressed;
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return pressed.empty() ? released : pressed;
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}
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void fresh() {
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if (ImGui::GetCurrentContext()) ImGui::DestroyContext();
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ImGui::CreateContext();
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auto& io = ImGui::GetIO();
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io.IniFilename = nullptr;
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
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io.Fonts->AddFontDefault();
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io.Fonts->Build();
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}
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} // namespace
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int main() {
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// ------------------------------------------------ focus
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{
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fresh();
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PadFeed feed;
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frame(feed, pad());
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frame(feed, pad());
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press(feed, dpad_down);
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check(ImGui::GetIO().NavVisible, "The D-pad shows the focus");
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// The first move lands on the first item; the next one goes down.
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press(feed, dpad_down);
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check(press(feed, button_a) == "second", "A presses the item the D-pad moved to");
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check(!feed.pointing() && !ImGui::GetIO().MouseDrawCursor, "No pointer is drawn while the focus is used");
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}
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{
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fresh();
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PadFeed feed;
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frame(feed, pad());
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frame(feed, pad(button_a));
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check(ImGui::IsKeyDown(ImGuiKey_GamepadFaceDown), "A (Cross) is the gamepad's activate button");
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PadState gone; // unplugged with A held
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frame(feed, gone);
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frame(feed, gone);
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check(!ImGui::IsKeyDown(ImGuiKey_GamepadFaceDown), "An unplugged pad lets go of A");
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check(!(ImGui::GetIO().BackendFlags & ImGuiBackendFlags_HasGamepad), "An unplugged pad is no gamepad");
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}
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// ------------------------------------------------ back
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{
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fresh();
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PadFeed feed;
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frame(feed, pad());
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frame(feed, pad());
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frame(feed, pad(button_b));
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check(ImGui::IsKeyPressed(ImGuiKey_Escape, false), "B is Escape with nothing open");
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frame(feed, pad());
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check(!ImGui::IsKeyDown(ImGuiKey_Escape), "Letting go of B lets go of Escape");
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}
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{
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fresh();
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PadFeed feed;
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frame(feed, pad());
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check(frame(feed, pad(), true).menu_open, "The menu opens");
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frame(feed, pad());
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const auto with_b = frame(feed, pad(button_b));
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const auto after = frame(feed, pad());
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check(!after.menu_open, "B closes an open menu");
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check(!with_b.escape && !after.escape, "Closing the menu is not also Escape, which would leave the page");
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}
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{
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fresh();
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PadFeed feed;
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frame(feed, pad());
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ImGui::GetIO().AddKeyEvent(ImGuiKey_Escape, true); // the keyboard's Escape, held
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frame(feed, pad());
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frame(feed, pad());
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check(ImGui::IsKeyDown(ImGuiKey_Escape), "An idle pad does not let go of the keyboard's Escape");
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}
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// ------------------------------------------------ trackpad pointer
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{
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fresh();
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PadFeed feed;
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ImGui::GetIO().AddMousePosEvent(400, 300);
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frame(feed, pad());
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std::optional<ImVec2> warp;
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frame(feed, pad(0, 3000, 0), false, &warp);
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check(!warp && !feed.pointing(), "A thumb resting near the middle does not move the pointer");
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frame(feed, pad(0, 16000, 0), false, &warp);
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check(feed.pointing() && ImGui::GetIO().MouseDrawCursor, "Tilting takes the pointer and draws it");
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check(warp && warp->x > 400 && warp->y == 300, "Tilting right moves the pointer right, from the mouse's place");
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for (int i = 0; i < 120; ++i) frame(feed, pad(0, 32767, 32767), false, &warp);
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check(warp && warp->x == 799 && warp->y == 0, "The pointer stays inside the window");
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frame(feed, pad());
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check(ImGui::GetIO().MousePos.x == 799 && ImGui::GetIO().MousePos.y == 0, "ImGui's mouse is where the pad left it");
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// The system cursor reporting a stale place (Proton, gamescope) does not take the pointer back.
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ImGui::GetIO().AddMousePosEvent(10, 10);
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frame(feed, pad(), false, &warp);
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frame(feed, pad());
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check(!warp && ImGui::GetIO().MousePos.x == 799, "Without tilt the pointer stays put");
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feed.mouse_moved(ImVec2(799, 0)); // the echo of our own cursor move
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check(feed.pointing(), "The echo of our own cursor move keeps the pointer");
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feed.mouse_moved(ImVec2(50, 60)); // the mouse, or a finger on the screen
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ImGui::GetIO().AddMousePosEvent(50, 60);
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frame(feed, pad());
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frame(feed, pad());
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check(!feed.pointing() && !ImGui::GetIO().MouseDrawCursor, "The mouse takes the pointer back");
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check(ImGui::GetIO().MousePos.x == 50, "The mouse's place wins once it moved");
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}
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{
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fresh();
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PadFeed feed;
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ImGui::GetIO().AddMousePosEvent(150, 225); // over "second"
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frame(feed, pad());
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frame(feed, pad());
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std::string pressed = frame(feed, pad(right_thumb)).pressed;
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check(ImGui::GetIO().MouseDown[0], "The trackpad's click (R3) holds the left button");
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const auto released = frame(feed, pad()).pressed;
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if (pressed.empty()) pressed = released;
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check(pressed == "second", "The trackpad's click presses what the pointer is over");
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check(!ImGui::GetIO().MouseDown[0], "Letting go of R3 lets go of the left button");
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frame(feed, pad(0, 20000, 0));
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check(feed.pointing(), "The pointer is the pad's");
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press(feed, dpad_down);
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check(!feed.pointing() && ImGui::GetIO().NavVisible, "The D-pad hands the screen back to the focus");
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}
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ImGui::DestroyContext();
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if (failures) {
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std::cerr << failures << " gamepad input check(s) failed\n";
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return 1;
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}
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std::cout << "Gamepad input checks passed.\n";
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return 0;
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}
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