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	 91db87632c
			
		
	
	
		91db87632c
		
			
		
	
	
	
	
		
			
			Integrates the modding functionality in N64ModernRuntime and adds several exported functions for mods to use. Also adds a ROM decompressor so that the runtime has access to the uncompressed code in the ROM for hooking purposes.
		
			
				
	
	
		
			202 lines
		
	
	
	
		
			7.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			202 lines
		
	
	
	
		
			7.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #ifndef __RECOMP_INPUT_H__
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| #define __RECOMP_INPUT_H__
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| 
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| #include <cstdint>
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| #include <variant>
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| #include <vector>
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| #include <type_traits>
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| #include <span>
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| #include <string>
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| #include <string_view>
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| 
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| #include "ultramodern/input.hpp"
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| 
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| #include "json/json.hpp"
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| 
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| namespace recomp {
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|     // x-macros to build input enums and arrays.
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|     // First parameter is the enum name, second parameter is the bit field for the input (or 0 if there is no associated one), third is the readable name.
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|     // TODO refactor this to allow projects to rename these, or get rid of the readable name and leave that up to individual projects to map.
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|     #define DEFINE_N64_BUTTON_INPUTS() \
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|         DEFINE_INPUT(A, 0x8000, "Action") \
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|         DEFINE_INPUT(B, 0x4000, "Attack/Cancel") \
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|         DEFINE_INPUT(Z, 0x2000, "Target") \
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|         DEFINE_INPUT(START, 0x1000, "Start") \
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|         DEFINE_INPUT(L, 0x0020, "Toggle map") \
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|         DEFINE_INPUT(R, 0x0010, "Shield") \
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|         DEFINE_INPUT(C_UP, 0x0008, "Look/Fairy") \
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|         DEFINE_INPUT(C_LEFT, 0x0002, "Item 1") \
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|         DEFINE_INPUT(C_DOWN, 0x0004, "Item 2") \
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|         DEFINE_INPUT(C_RIGHT, 0x0001, "Item 3") \
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|         DEFINE_INPUT(DPAD_UP, 0x0800, "Special Item 1") \
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|         DEFINE_INPUT(DPAD_RIGHT, 0x0100, "Special Item 2") \
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|         DEFINE_INPUT(DPAD_DOWN, 0x0400, "Special Item 3") \
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|         DEFINE_INPUT(DPAD_LEFT, 0x0200, "Special Item 4")
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| 
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|     #define DEFINE_N64_AXIS_INPUTS() \
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|         DEFINE_INPUT(Y_AXIS_POS, 0, "Up") \
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|         DEFINE_INPUT(Y_AXIS_NEG, 0, "Down") \
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|         DEFINE_INPUT(X_AXIS_NEG, 0, "Left") \
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|         DEFINE_INPUT(X_AXIS_POS, 0, "Right") \
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| 
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|     #define DEFINE_RECOMP_UI_INPUTS() \
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|         DEFINE_INPUT(TOGGLE_MENU, 0, "Toggle Menu") \
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|         DEFINE_INPUT(ACCEPT_MENU, 0, "Accept (Menu)") \
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|         DEFINE_INPUT(APPLY_MENU, 0, "Apply (Menu)")
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| 
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|     #define DEFINE_ALL_INPUTS() \
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|         DEFINE_N64_BUTTON_INPUTS() \
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|         DEFINE_N64_AXIS_INPUTS() \
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|         DEFINE_RECOMP_UI_INPUTS()
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| 
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|     // Enum containing every recomp input.
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|     #define DEFINE_INPUT(name, value, readable) name,
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|     enum class GameInput {
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|         DEFINE_ALL_INPUTS()
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| 
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|         COUNT,
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|         N64_BUTTON_START = A,
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|         N64_BUTTON_COUNT = C_RIGHT - N64_BUTTON_START + 1,
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|         N64_AXIS_START = X_AXIS_NEG,
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|         N64_AXIS_COUNT = Y_AXIS_POS - N64_AXIS_START + 1,
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|     };
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|     #undef DEFINE_INPUT
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| 
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|     struct InputField {
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|         uint32_t input_type;
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|         int32_t input_id;
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|         std::string to_string() const;
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|         auto operator<=>(const InputField& rhs) const = default;
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|     };
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| 
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|     void poll_inputs();
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|     float get_input_analog(const InputField& field);
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|     float get_input_analog(const std::span<const recomp::InputField> fields);
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|     bool get_input_digital(const InputField& field);
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|     bool get_input_digital(const std::span<const recomp::InputField> fields);
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|     void get_gyro_deltas(float* x, float* y);
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|     void get_mouse_deltas(float* x, float* y);
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|     void get_right_analog(float* x, float* y);
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| 
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|     enum class InputDevice {
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|         Controller,
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|         Keyboard,
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|         COUNT
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|     };
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| 
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|     void start_scanning_input(InputDevice device);
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|     void stop_scanning_input();
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|     void finish_scanning_input(InputField scanned_field);
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|     void cancel_scanning_input();
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|     void config_menu_set_cont_or_kb(bool cont_interacted);
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|     InputField get_scanned_input();
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|     int get_scanned_input_index();
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|     
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|     struct DefaultN64Mappings {
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|         std::vector<InputField> a;
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|         std::vector<InputField> b;
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|         std::vector<InputField> l;
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|         std::vector<InputField> r;
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|         std::vector<InputField> z;
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|         std::vector<InputField> start;
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| 
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|         std::vector<InputField> c_left;
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|         std::vector<InputField> c_right;
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|         std::vector<InputField> c_up;
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|         std::vector<InputField> c_down;
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| 
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|         std::vector<InputField> dpad_left;
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|         std::vector<InputField> dpad_right;
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|         std::vector<InputField> dpad_up;
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|         std::vector<InputField> dpad_down;
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| 
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|         std::vector<InputField> analog_left;
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|         std::vector<InputField> analog_right;
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|         std::vector<InputField> analog_up;
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|         std::vector<InputField> analog_down;
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| 
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|         std::vector<InputField> toggle_menu;
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|         std::vector<InputField> accept_menu;
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|         std::vector<InputField> apply_menu;
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|     };
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| 
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|     inline const std::vector<InputField>& get_default_mapping_for_input(const DefaultN64Mappings& defaults, const GameInput input) {
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|         static const std::vector<InputField> empty_input_field{};
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|         switch (input) {
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|             case GameInput::A: return defaults.a;
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|             case GameInput::B: return defaults.b;
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|             case GameInput::L: return defaults.l;
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|             case GameInput::R: return defaults.r;
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|             case GameInput::Z: return defaults.z;
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|             case GameInput::START: return defaults.start;
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|             case GameInput::C_LEFT: return defaults.c_left;
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|             case GameInput::C_RIGHT: return defaults.c_right;
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|             case GameInput::C_UP: return defaults.c_up;
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|             case GameInput::C_DOWN: return defaults.c_down;
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|             case GameInput::DPAD_LEFT: return defaults.dpad_left;
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|             case GameInput::DPAD_RIGHT: return defaults.dpad_right;
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|             case GameInput::DPAD_UP: return defaults.dpad_up;
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|             case GameInput::DPAD_DOWN: return defaults.dpad_down;
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|             case GameInput::X_AXIS_NEG: return defaults.analog_left;
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|             case GameInput::X_AXIS_POS: return defaults.analog_right;
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|             case GameInput::Y_AXIS_POS: return defaults.analog_up;
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|             case GameInput::Y_AXIS_NEG: return defaults.analog_down;
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|             case GameInput::TOGGLE_MENU: return defaults.toggle_menu;
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|             case GameInput::ACCEPT_MENU: return defaults.accept_menu;
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|             case GameInput::APPLY_MENU: return defaults.apply_menu;
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|             default: return empty_input_field;
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|         }
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|     }
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| 
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|     extern const DefaultN64Mappings default_n64_keyboard_mappings;
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|     extern const DefaultN64Mappings default_n64_controller_mappings;
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| 
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|     constexpr size_t bindings_per_input = 2;
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| 
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|     size_t get_num_inputs();
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|     const std::string& get_input_name(GameInput input);
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|     const std::string& get_input_enum_name(GameInput input);
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|     GameInput get_input_from_enum_name(const std::string_view name);
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|     InputField& get_input_binding(GameInput input, size_t binding_index, InputDevice device);
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|     void set_input_binding(GameInput input, size_t binding_index, InputDevice device, InputField value);
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| 
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|     bool get_n64_input(int controller_num, uint16_t* buttons_out, float* x_out, float* y_out);
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|     void set_rumble(int controller_num, bool);
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|     void update_rumble();
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|     void handle_events();
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| 
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|     ultramodern::input::connected_device_info_t get_connected_device_info(int controller_num);
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|     
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|     // Rumble strength ranges from 0 to 100.
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|     int get_rumble_strength();
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|     void set_rumble_strength(int strength);
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|     
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|     // Gyro and mouse sensitivities range from 0 to 100.
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|     int get_gyro_sensitivity();
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|     int get_mouse_sensitivity();
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|     int get_joystick_deadzone();
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|     void set_gyro_sensitivity(int strength);
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|     void set_mouse_sensitivity(int strength);
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|     void set_joystick_deadzone(int strength);
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|     void apply_joystick_deadzone(float x_in, float y_in, float* x_out, float* y_out);
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|     void set_right_analog_suppressed(bool suppressed);
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| 
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|     enum class BackgroundInputMode {
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|         On,
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|         Off,
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| 		OptionCount
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|     };
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| 
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|     NLOHMANN_JSON_SERIALIZE_ENUM(recomp::BackgroundInputMode, {
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|         {recomp::BackgroundInputMode::On, "On"},
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|         {recomp::BackgroundInputMode::Off, "Off"}
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|     });
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| 
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|     BackgroundInputMode get_background_input_mode();
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|     void set_background_input_mode(BackgroundInputMode mode);
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| 
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|     bool game_input_disabled();
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|     bool all_input_disabled();
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| }
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| 
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| #endif
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