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- Settings' and Mods' rails, pages and lists are NavFlattened children, so the D-pad crosses between them instead of treating each as one item that only B could leave. - The pad's pointer no longer moves the system cursor. Under Proton that move came back late as a mouse move and dropped the pointer; now a mouse move counts only when it lands somewhere new. - The first R3 only shows the pointer, so a stray click does not press whatever the mouse last rested on.
236 lines
9.1 KiB
C++
236 lines
9.1 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, bool panels = false) {
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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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feed.update(io, pad, 1.0f);
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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 (panels) {
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// A page's rail and content, side by side, as Settings and Mods lay them out.
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ImGui::SetCursorScreenPos(ImVec2(400, 200));
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ImGui::BeginChild("##rail", ImVec2(150, 200), ImGuiChildFlags_NavFlattened);
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if (ImGui::Button("tab", ImVec2(120, 40))) seen.pressed = "tab";
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ImGui::EndChild();
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ImGui::SetCursorScreenPos(ImVec2(580, 200));
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ImGui::BeginChild("##content", ImVec2(200, 200), ImGuiChildFlags_NavFlattened);
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if (ImGui::Button("option", ImVec2(120, 40))) seen.pressed = "option";
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ImGui::EndChild();
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}
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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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{
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fresh();
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PadFeed feed;
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constexpr std::uint16_t dpad_right = 0x0008;
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for (int i = 0; i < 2; ++i) frame(feed, pad(), false, true);
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const auto tap = [&](std::uint16_t button) { frame(feed, pad(button), false, true); frame(feed, pad(), false, true); };
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tap(dpad_down); // onto "first"
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tap(dpad_down); // "second", level with the panels
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tap(dpad_right); // the rail
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tap(dpad_right); // the content
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std::string pressed = frame(feed, pad(button_a), false, true).pressed;
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const auto released = frame(feed, pad(), false, true).pressed;
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check((pressed.empty() ? released : pressed) == "option",
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"The D-pad crosses from a page's rail into its content");
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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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auto& io = ImGui::GetIO();
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io.AddMousePosEvent(400, 300);
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feed.mouse_moved(ImVec2(400, 300));
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frame(feed, pad());
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frame(feed, pad(0, 3000, 0));
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check(!feed.pointing() && io.MousePos.x == 400, "A thumb resting near the middle does not move the pointer");
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frame(feed, pad(0, 16000, 0));
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frame(feed, pad());
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check(feed.pointing() && io.MouseDrawCursor, "Tilting takes the pointer and draws it");
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check(io.MousePos.x > 400 && io.MousePos.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));
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frame(feed, pad());
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check(io.MousePos.x == 799 && io.MousePos.y == 0, "The pointer stays inside the window");
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// The system cursor stays where the mouse left it, and is reported every frame.
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io.AddMousePosEvent(400, 300);
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frame(feed, pad());
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frame(feed, pad());
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check(io.MousePos.x == 799, "The system cursor's old place does not take the pointer back");
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feed.mouse_moved(ImVec2(400, 300)); // the same place, repeated by Windows
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check(feed.pointing(), "A mouse move repeated in the same place 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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io.AddMousePosEvent(50, 60);
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frame(feed, pad());
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frame(feed, pad());
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check(!feed.pointing() && !io.MouseDrawCursor, "The mouse takes the pointer back");
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check(io.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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pressed += frame(feed, pad()).pressed;
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check(feed.pointing() && pressed.empty() && !ImGui::GetIO().MouseDown[0],
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"The first trackpad click (R3) only shows the pointer");
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pressed = frame(feed, pad(right_thumb)).pressed;
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check(ImGui::GetIO().MouseDown[0], "The next click holds the left button");
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pressed += frame(feed, pad()).pressed;
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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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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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