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- The focus starts on PLAY when the launcher opens with a pad connected, and on the open tab (GAME, MY MODS) when the pad opens Settings or the Mod manager. - List rows act as one item: up and down go from row to row in one press, and a row's buttons take the focus only from the row (D-pad right). - D-pad left and right between the rail and a list: ImGui looks to the side only along a thin band through the focus and missed items level with the gap between two rows, so a side move that finds nothing looks again across the focus's full height. - The left stick scrolls the panel under the pointer directly instead of through wheel events, which queued behind the pointer's moves. - On a Steam Deck (SteamDeck=1) the right stick gets a trackpad's feel: small swipes move the pointer, and the glide after the thumb lifts is cut.
217 lines
9.9 KiB
C++
217 lines
9.9 KiB
C++
#include "gamepad_input.h"
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#include <imgui_internal.h>
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#include <algorithm>
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#include <cmath>
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namespace dingosdk::launcher_gui {
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namespace {
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// XINPUT_GAMEPAD_* bits, spelled out so this file needs no Windows headers.
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constexpr std::uint16_t dpad_up = 0x0001, dpad_down = 0x0002, dpad_left = 0x0004, dpad_right = 0x0008;
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constexpr std::uint16_t right_thumb = 0x0080, button_a = 0x1000, button_b = 0x2000;
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struct Button { std::uint16_t bit; ImGuiKey key; };
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// Only what moves and presses the focus. X/Y and the shoulders stay out: ImGui
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// reads them as its window switcher and tweak modifiers, which the launcher has
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// no use for.
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constexpr Button focus_buttons[]{
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{dpad_up, ImGuiKey_GamepadDpadUp}, {dpad_down, ImGuiKey_GamepadDpadDown},
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{dpad_left, ImGuiKey_GamepadDpadLeft}, {dpad_right, ImGuiKey_GamepadDpadRight},
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{button_a, ImGuiKey_GamepadFaceDown}};
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constexpr std::uint16_t focus_bits = dpad_up | dpad_down | dpad_left | dpad_right | button_a;
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// XInput's left stick dead zone.
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constexpr float left_dead_zone = 7849.0f / 32767.0f;
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// Scrolling at full tilt, in design pixels a second.
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constexpr float scroll_speed = 1200.0f;
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// How the right stick drives the pointer.
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struct PointerFeel {
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float dead_zone;
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float speed; // design pixels a second at full tilt
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bool squared; // a small tilt is slow, for placing the pointer precisely
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bool cut_glide; // stop once the tilt only fades
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};
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// A thumbstick sets a speed. A resting thumb is never quite centred, so the
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// dead zone is large.
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constexpr PointerFeel stick_feel{0.2f, 1400.0f, true, false};
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// The Steam Deck's trackpad, in Steam's gamepad layouts, tilts the stick by how
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// fast the thumb swipes and keeps gliding after it lifts, fading out. Small
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// swipes must move the pointer, and the glide must not carry it on.
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constexpr PointerFeel trackpad_feel{0.06f, 2600.0f, false, true};
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// Frames of a steadily fading tilt that make it a glide rather than the thumb.
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constexpr int glide_frames = 4;
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// A mouse move this close to the last one is the same place reported again.
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constexpr float pointer_slack = 2.0f;
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float axis(std::int16_t value) { return std::clamp(static_cast<float>(value) / 32767.0f, -1.0f, 1.0f); }
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// The left stick scrolls whatever the user is looking at: the panel holding
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// the pad's focus while the focus is shown, else the one under the pointer.
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// ImGui's own stick scrolling only ever moves the focused window, which under a
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// pointer is usually the page itself, with nothing to scroll. It scrolls the
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// panel directly: wheel events would queue behind the pointer's moves and lag.
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void scroll(const ImGuiIO& io, float tilt, float scale) {
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const float amount = std::copysign(std::clamp((std::abs(tilt) - left_dead_zone) / (1 - left_dead_zone), 0.0f, 1.0f), tilt);
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if (amount == 0.0f) return;
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const ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.NavCursorVisible && g.NavHighlightItemUnderNav ? g.NavWindow : g.HoveredWindow;
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// The nearest panel around it that can scroll.
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while (window && window->ScrollMax.y <= 0 && (window->Flags & ImGuiWindowFlags_ChildWindow)) window = window->ParentWindow;
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if (window && window->ScrollMax.y > 0)
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ImGui::SetScrollY(window, window->Scroll.y - amount * scroll_speed * scale * io.DeltaTime);
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}
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// B goes to ImGui's own cancel while ImGui has something to cancel: a combo or
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// menu to close, or a text field to leave. Otherwise it is Escape, the
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// launcher's way back out of a page or a modal.
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bool imgui_cancels() {
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const ImGuiContext& g = *GImGui;
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if (ImGui::IsAnyItemActive()) return true;
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if (g.OpenPopupStack.Size == 0) return false;
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const ImGuiWindow* top = g.OpenPopupStack.back().Window;
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return top && !(top->Flags & ImGuiWindowFlags_Modal);
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}
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bool moved_away(ImVec2 position, ImVec2 before) {
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return std::abs(position.x - before.x) > pointer_slack || std::abs(position.y - before.y) > pointer_slack;
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}
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} // namespace
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void PadFeed::update(ImGuiIO& io, const PadState& input, float scale) {
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// A pad that went away lets go of everything it held.
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const PadState pad = input.connected ? input : PadState{};
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const auto changed = static_cast<std::uint16_t>(pad.buttons ^ buttons_);
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const auto pressed = static_cast<std::uint16_t>(pad.buttons & changed);
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if (pad.connected) io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
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else io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
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// Only changes are sent: the keyboard shares Escape and the mouse shares the
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// left button, and a pad repeating "up" every frame would cancel them.
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for (const auto& button : focus_buttons)
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if (changed & button.bit) io.AddKeyEvent(button.key, (pad.buttons & button.bit) != 0);
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if (changed & button_b) {
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const bool down = (pad.buttons & button_b) != 0;
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// The release goes to whichever key the press went to.
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if (down) back_key_ = imgui_cancels() ? ImGuiKey_GamepadFaceRight : ImGuiKey_Escape;
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io.AddKeyEvent(back_key_, down);
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}
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scroll(io, axis(pad.left_y), scale);
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buttons_ = pad.buttons;
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// Moving the focus hands the screen back to it: ImGui hides the focus while
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// a pointer moves, so the pointer goes away instead. Scrolling keeps both.
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if (pressed & focus_bits) pointing_ = false;
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const PointerFeel& feel = trackpad_ ? trackpad_feel : stick_feel;
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const float x = axis(pad.right_x), y = -axis(pad.right_y); // screen Y grows downward
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const float tilt = std::min(1.0f, std::sqrt(x * x + y * y));
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if (feel.cut_glide) {
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// A glide only ever fades; the thumb speeds up again or stops.
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if (tilt <= feel.dead_zone || tilt > last_tilt_ + 0.01f) fading_ = 0;
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else if (tilt < last_tilt_) ++fading_;
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last_tilt_ = tilt;
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}
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const bool steering = tilt > feel.dead_zone && fading_ < glide_frames;
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// The first R3 only shows the pointer: a stray click must not press
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// whatever the mouse last rested on.
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const bool click = pointing_ && (pressed & right_thumb);
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if (!pointing_ && (steering || (pressed & right_thumb))) {
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pointing_ = true;
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// From wherever the mouse left it, which may be outside the window.
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pointer_ = ImGui::IsMousePosValid(&io.MousePos) ? io.MousePos
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: ImVec2(io.DisplaySize.x * 0.5f, io.DisplaySize.y * 0.5f);
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}
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if (pointing_ && steering) {
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const float speed = (tilt - feel.dead_zone) / (1 - feel.dead_zone);
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const float step = (feel.squared ? speed * speed : speed) * feel.speed * scale * io.DeltaTime / tilt;
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pointer_.x += x * step;
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pointer_.y += y * step;
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}
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if (pointing_) {
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pointer_.x = std::clamp(pointer_.x, 0.0f, std::max(0.0f, io.DisplaySize.x - 1));
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pointer_.y = std::clamp(pointer_.y, 0.0f, std::max(0.0f, io.DisplaySize.y - 1));
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// Every frame, after the backend's own report of the system cursor,
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// which stays where the mouse left it.
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io.AddMouseSourceEvent(ImGuiMouseSource_Mouse);
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io.AddMousePosEvent(pointer_.x, pointer_.y);
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}
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if (click || (clicking_ && (changed & right_thumb))) {
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clicking_ = click;
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io.AddMouseSourceEvent(ImGuiMouseSource_Mouse);
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io.AddMouseButtonEvent(ImGuiMouseButton_Left, click);
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}
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io.MouseDrawCursor = pointing_;
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}
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void PadFeed::after_new_frame() {
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ImGuiContext& g = *GImGui;
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// ImGui looks to the side only along a thin band through the middle of the
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// focus, so it misses an item level with the gap between two list rows: the
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// rail's tiles beside a list. A side move that found nothing looks again
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// across the focus's full height.
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if (side_dir_ != ImGuiDir_None && g.NavId == side_from_ && g.NavWindow && !g.NavMoveSubmitted) {
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const ImGuiDir dir = side_dir_;
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side_dir_ = ImGuiDir_None;
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ImGui::NavMoveRequestSubmit(dir, dir, ImGuiNavMoveFlags_None,
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ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY);
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g.NavScoringRect = ImGui::WindowRectRelToAbs(g.NavWindow, g.NavWindow->NavRectRel[g.NavLayer]);
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last_nav_id_ = g.NavId;
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return;
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}
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side_dir_ = ImGuiDir_None;
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if (g.NavMoveSubmitted && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right)) {
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side_dir_ = g.NavMoveDir;
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// ImGui clears the focus for the move when the item is wider than its
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// panel; the move then lands on that same item, which is no move either.
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side_from_ = g.NavId ? g.NavId : last_nav_id_;
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}
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last_nav_id_ = g.NavId;
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}
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namespace {
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bool g_row_focused{};
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} // namespace
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void default_focus() {
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ImGui::SetItemDefaultFocus();
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ImGuiContext& g = *GImGui;
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// With a pad there, the focus starts on it straight away as the window
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// appears: when the launcher starts, and when the pad opened this page.
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// (Not whenever nothing has the focus: ImGui clears it for a frame while
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// the focus moves off a row wider than its panel.)
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const bool pad = (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
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const bool pad_led = g.NavCursorVisible && g.NavHighlightItemUnderNav;
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if (!pad || !ImGui::IsWindowAppearing() || !(pad_led || g.FrameCount <= 2)) return;
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ImGui::SetFocusID(g.LastItemData.ID, g.CurrentWindow);
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g.NavCursorVisible = true;
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g.NavHighlightItemUnderNav = true;
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}
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void begin_row() {
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const ImGuiID scope = ImGui::GetID("##row_focus");
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g_row_focused = GImGui->NavFocusScopeId == scope;
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ImGui::PushFocusScope(scope);
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}
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void row_buttons() {
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ImGui::PushItemFlag(ImGuiItemFlags_NoNav, !g_row_focused);
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}
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void end_row() {
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ImGui::PopItemFlag();
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ImGui::PopFocusScope();
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}
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void PadFeed::mouse_moved(ImVec2 position) {
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// Windows repeats a mouse move where the mouse already was when a window
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// changes under it; only a move to a new place is the mouse or a finger.
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if (pointing_ && moved_away(position, mouse_)) pointing_ = false;
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mouse_ = position;
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}
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} // namespace dingosdk::launcher_gui
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