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presets: minor UI fixes, add new controller profiles (#584)
## Link to GitHub Issue or related Pull Request, if one exists #579 ## Description of change * Fix profiles being loaded twice on tab switch * Add more default profiles for some controllers * Remove borders from tables since they look broken in software renderer * Add check boxes to import/export only certain parts of of a profile * Show device identifier string in drop down when applying profiles since some controllers have multiple identically named interfaces * Show completion message when action buttons are clicked (`Apply` button, `Clear all bindings` button both become disabled & shows `done` message)
This commit is contained in:
@@ -1,7 +1,6 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<templates>
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<!-- PHOENIXWAN controller preset for Beatmania IIDX
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<!-- PHOENIXWAN controller preset for Beatmania IIDX
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Button indices 0-6: keys 1-7
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Button indices 8-11: E1 (Start for Deluxe Model Style), E2 (Effect), E3 (VEFX), E4 (P1 Start for Lightning Model Style)
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@@ -10,63 +9,319 @@
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8 9 10 11 8 9 10 11
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2 4 6 2 4 6
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TT 1 3 5 7 1 3 5 7 TT -->
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<template name="DJ DAO PHOENIXWAN" game="Beatmania IIDX">
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<buttons>
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<button name="P1 1" vkey="0" analogtype="0" devid="Player 1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P1 2" vkey="1" analogtype="0" devid="Player 1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P1 3" vkey="2" analogtype="0" devid="Player 1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P1 4" vkey="3" analogtype="0" devid="Player 1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P1 5" vkey="4" analogtype="0" devid="Player 1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P1 6" vkey="5" analogtype="0" devid="Player 1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P1 7" vkey="6" analogtype="0" devid="Player 1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P2 1" vkey="0" analogtype="0" devid="Player 2" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P2 2" vkey="1" analogtype="0" devid="Player 2" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P2 3" vkey="2" analogtype="0" devid="Player 2" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P2 4" vkey="3" analogtype="0" devid="Player 2" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P2 5" vkey="4" analogtype="0" devid="Player 2" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P2 6" vkey="5" analogtype="0" devid="Player 2" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P2 7" vkey="6" analogtype="0" devid="Player 2" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<!-- P1 Start: E1 primary (index 8), E4 alternative (index 11) -->
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<button name="P1 Start" vkey="8" analogtype="0" devid="Player 1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P1 Start" vkey="11" analogtype="0" devid="Player 1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<!-- P2 Start: E1 primary (index 8), E4 alternative (index 11) -->
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<button name="P2 Start" vkey="8" analogtype="0" devid="Player 2" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P2 Start" vkey="11" analogtype="0" devid="Player 2" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<!-- EFFECT: E2 (index 9), primary P2 side, alternative P1 side -->
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<button name="EFFECT" vkey="9" analogtype="0" devid="Player 2" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="EFFECT" vkey="9" analogtype="0" devid="Player 1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<!-- VEFX: E3 (index 10), primary P2 side, alternative P1 side -->
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<button name="VEFX" vkey="10" analogtype="0" devid="Player 2" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="VEFX" vkey="10" analogtype="0" devid="Player 1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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</buttons>
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<analogs>
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<analog name="Turntable P1" devid="Player 1" index="4" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
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<analog name="Turntable P2" devid="Player 2" index="4" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
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</analogs>
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<lights>
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<light name="P1 1" devid="Player 1" index="0"/>
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<light name="P1 2" devid="Player 1" index="1"/>
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<light name="P1 3" devid="Player 1" index="2"/>
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<light name="P1 4" devid="Player 1" index="3"/>
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<light name="P1 5" devid="Player 1" index="4"/>
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<light name="P1 6" devid="Player 1" index="5"/>
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<light name="P1 7" devid="Player 1" index="6"/>
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<light name="P2 1" devid="Player 2" index="0"/>
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<light name="P2 2" devid="Player 2" index="1"/>
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<light name="P2 3" devid="Player 2" index="2"/>
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<light name="P2 4" devid="Player 2" index="3"/>
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<light name="P2 5" devid="Player 2" index="4"/>
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<light name="P2 6" devid="Player 2" index="5"/>
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<light name="P2 7" devid="Player 2" index="6"/>
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<!-- Start buttons bind both E1 (index 8) and E4 (index 11), but lights use
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<template name="DJ DAO PHOENIXWAN" game="Beatmania IIDX">
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<buttons>
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<button name="P1 1" vkey="0" analogtype="0" devid="Player 1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P1 2" vkey="1" analogtype="0" devid="Player 1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P1 3" vkey="2" analogtype="0" devid="Player 1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P1 4" vkey="3" analogtype="0" devid="Player 1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P1 5" vkey="4" analogtype="0" devid="Player 1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P1 6" vkey="5" analogtype="0" devid="Player 1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P1 7" vkey="6" analogtype="0" devid="Player 1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P2 1" vkey="0" analogtype="0" devid="Player 2" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P2 2" vkey="1" analogtype="0" devid="Player 2" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P2 3" vkey="2" analogtype="0" devid="Player 2" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P2 4" vkey="3" analogtype="0" devid="Player 2" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P2 5" vkey="4" analogtype="0" devid="Player 2" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P2 6" vkey="5" analogtype="0" devid="Player 2" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P2 7" vkey="6" analogtype="0" devid="Player 2" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<!-- P1 Start: E1 primary (index 8), E4 alternative (index 11) -->
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<button name="P1 Start" vkey="8" analogtype="0" devid="Player 1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P1 Start" vkey="11" analogtype="0" devid="Player 1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<!-- P2 Start: E1 primary (index 8), E4 alternative (index 11) -->
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<button name="P2 Start" vkey="8" analogtype="0" devid="Player 2" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P2 Start" vkey="11" analogtype="0" devid="Player 2" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<!-- EFFECT: E2 (index 9), primary P2 side, alternative P1 side -->
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<button name="EFFECT" vkey="9" analogtype="0" devid="Player 2" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="EFFECT" vkey="9" analogtype="0" devid="Player 1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<!-- VEFX: E3 (index 10), primary P2 side, alternative P1 side -->
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<button name="VEFX" vkey="10" analogtype="0" devid="Player 2" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="VEFX" vkey="10" analogtype="0" devid="Player 1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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</buttons>
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<analogs>
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<analog name="Turntable P1" devid="Player 1" index="4" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
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<analog name="Turntable P2" devid="Player 2" index="4" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
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</analogs>
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<lights>
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<light name="P1 1" devid="Player 1" index="0"/>
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<light name="P1 2" devid="Player 1" index="1"/>
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<light name="P1 3" devid="Player 1" index="2"/>
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<light name="P1 4" devid="Player 1" index="3"/>
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<light name="P1 5" devid="Player 1" index="4"/>
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<light name="P1 6" devid="Player 1" index="5"/>
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<light name="P1 7" devid="Player 1" index="6"/>
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<light name="P2 1" devid="Player 2" index="0"/>
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<light name="P2 2" devid="Player 2" index="1"/>
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<light name="P2 3" devid="Player 2" index="2"/>
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<light name="P2 4" devid="Player 2" index="3"/>
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<light name="P2 5" devid="Player 2" index="4"/>
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<light name="P2 6" devid="Player 2" index="5"/>
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<light name="P2 7" devid="Player 2" index="6"/>
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<!-- Start buttons bind both E1 (index 8) and E4 (index 11), but lights use
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Lightning Model style only (one per side) to avoid both lighting up at once -->
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<light name="P1 Start" devid="Player 1" index="10"/>
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<light name="P2 Start" devid="Player 2" index="7"/>
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<light name="VEFX" devid="Player 1" index="8"/>
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<light name="VEFX" devid="Player 2" index="8"/>
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<light name="Effect" devid="Player 1" index="9"/>
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<light name="Effect" devid="Player 2" index="9"/>
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</lights>
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</template>
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<light name="P1 Start" devid="Player 1" index="10"/>
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<light name="P2 Start" devid="Player 2" index="7"/>
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<light name="VEFX" devid="Player 1" index="8"/>
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<light name="VEFX" devid="Player 2" index="8"/>
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<light name="Effect" devid="Player 1" index="9"/>
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<light name="Effect" devid="Player 2" index="9"/>
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</lights>
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</template>
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<!-- Common "double scratch" BMS playstyle: LSHIFT A S D SPACE L ; ' RSHIFT -->
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<!-- Uses Up/Down arrows for turntable navigation -->
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<template name="Keyboard (linear, double scratch, QWERTY)" game="Beatmania IIDX">
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<buttons>
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<button name="P1 1" vkey="65" analogtype="0" devid="" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P1 2" vkey="83" analogtype="0" devid="" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P1 3" vkey="68" analogtype="0" devid="" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P1 4" vkey="32" analogtype="0" devid="" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P1 5" vkey="76" analogtype="0" devid="" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P1 6" vkey="186" analogtype="0" devid="" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P1 7" vkey="222" analogtype="0" devid="" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P1 TT+" vkey="40" analogtype="0" devid="" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P1 TT-" vkey="38" analogtype="0" devid="" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P1 TT+/-" vkey="160" analogtype="0" devid="" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P1 TT+/- Alternate" vkey="161" analogtype="0" devid="" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P1 Start" vkey="13" analogtype="0" devid="" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P2 Start" vkey="69" analogtype="0" devid="" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="EFFECT" vkey="81" analogtype="0" devid="" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="VEFX" vkey="87" analogtype="0" devid="" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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</buttons>
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<keypad_buttons/>
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<analogs/>
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<lights/>
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</template>
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<template name="arcin (arcin-infinitas)" game="Beatmania IIDX">
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<buttons>
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<button name="P1 1" vkey="0" analogtype="0" devid="arcin (1p)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P1 2" vkey="1" analogtype="0" devid="arcin (1p)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P1 3" vkey="2" analogtype="0" devid="arcin (1p)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P1 4" vkey="3" analogtype="0" devid="arcin (1p)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P1 5" vkey="4" analogtype="0" devid="arcin (1p)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P1 6" vkey="5" analogtype="0" devid="arcin (1p)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P1 7" vkey="6" analogtype="0" devid="arcin (1p)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P1 Start" vkey="9" analogtype="0" devid="arcin (1p)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P2 1" vkey="0" analogtype="0" devid="arcin (2p)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P2 2" vkey="1" analogtype="0" devid="arcin (2p)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P2 3" vkey="2" analogtype="0" devid="arcin (2p)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
|
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<button name="P2 4" vkey="3" analogtype="0" devid="arcin (2p)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
|
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<button name="P2 5" vkey="4" analogtype="0" devid="arcin (2p)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
|
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<button name="P2 6" vkey="5" analogtype="0" devid="arcin (2p)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="P2 7" vkey="6" analogtype="0" devid="arcin (2p)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
|
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<button name="P2 Start" vkey="9" analogtype="0" devid="arcin (2p)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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<button name="EFFECT" vkey="11" analogtype="0" devid="arcin (1p)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
|
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<button name="EFFECT" vkey="11" analogtype="0" devid="arcin (2p)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
|
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<button name="VEFX" vkey="10" analogtype="0" devid="arcin (1p)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
|
||||
<button name="VEFX" vkey="10" analogtype="0" devid="arcin (2p)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
|
||||
</buttons>
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||||
<keypad_buttons/>
|
||||
<!-- Assumes analog mode. Need to invert direction since this FW is designed for INF. -->
|
||||
<analogs>
|
||||
<analog name="Turntable P1" devid="arcin (1p)" index="0" sensivity="1" deadzone="0" deadzone_mirror="false" invert="true" smoothing="false" multiplier="1" relative="false" delay="0"/>
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||||
<analog name="Turntable P2" devid="arcin (2p)" index="0" sensivity="1" deadzone="0" deadzone_mirror="false" invert="true" smoothing="false" multiplier="1" relative="false" delay="0"/>
|
||||
</analogs>
|
||||
<lights>
|
||||
<light name="P1 1" devid="arcin (1p)" index="0"/>
|
||||
<light name="P1 2" devid="arcin (1p)" index="1"/>
|
||||
<light name="P1 3" devid="arcin (1p)" index="2"/>
|
||||
<light name="P1 4" devid="arcin (1p)" index="3"/>
|
||||
<light name="P1 5" devid="arcin (1p)" index="4"/>
|
||||
<light name="P1 6" devid="arcin (1p)" index="5"/>
|
||||
<light name="P1 7" devid="arcin (1p)" index="6"/>
|
||||
<light name="P2 1" devid="arcin (2p)" index="0"/>
|
||||
<light name="P2 2" devid="arcin (2p)" index="1"/>
|
||||
<light name="P2 3" devid="arcin (2p)" index="2"/>
|
||||
<light name="P2 4" devid="arcin (2p)" index="3"/>
|
||||
<light name="P2 5" devid="arcin (2p)" index="4"/>
|
||||
<light name="P2 6" devid="arcin (2p)" index="5"/>
|
||||
<light name="P2 7" devid="arcin (2p)" index="6"/>
|
||||
<light name="P1 Start" devid="arcin (1p)" index="9"/>
|
||||
<light name="P2 Start" devid="arcin (2p)" index="9"/>
|
||||
</lights>
|
||||
</template>
|
||||
<!-- This controller has many modes; here, we use HID Analog mode which is meant for data -->
|
||||
<template name="DJ DAO Nostroller (Analog mode)" game="Nostalgia">
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||||
<buttons/>
|
||||
<keypad_buttons/>
|
||||
<analogs>
|
||||
<analog name="Key 1" devid="Analogs key 01-28" index="4" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
|
||||
<analog name="Key 2" devid="Analogs key 01-28" index="5" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
|
||||
<analog name="Key 3" devid="Analogs key 01-28" index="6" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
|
||||
<analog name="Key 4" devid="Analogs key 01-28" index="7" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
|
||||
<analog name="Key 5" devid="Analogs key 01-28" index="8" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
|
||||
<analog name="Key 6" devid="Analogs key 01-28" index="9" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
|
||||
<analog name="Key 7" devid="Analogs key 01-28" index="10" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
|
||||
<analog name="Key 8" devid="Analogs key 01-28" index="11" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
|
||||
<analog name="Key 9" devid="Analogs key 01-28" index="12" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
|
||||
<analog name="Key 10" devid="Analogs key 01-28" index="13" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
|
||||
<analog name="Key 11" devid="Analogs key 01-28" index="14" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
|
||||
<analog name="Key 12" devid="Analogs key 01-28" index="15" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
|
||||
<analog name="Key 13" devid="Analogs key 01-28" index="16" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
|
||||
<analog name="Key 14" devid="Analogs key 01-28" index="17" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
|
||||
<analog name="Key 15" devid="Analogs key 01-28" index="18" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
|
||||
<analog name="Key 16" devid="Analogs key 01-28" index="19" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
|
||||
<analog name="Key 17" devid="Analogs key 01-28" index="20" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
|
||||
<analog name="Key 18" devid="Analogs key 01-28" index="21" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
|
||||
<analog name="Key 19" devid="Analogs key 01-28" index="22" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
|
||||
<analog name="Key 20" devid="Analogs key 01-28" index="23" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
|
||||
<analog name="Key 21" devid="Analogs key 01-28" index="24" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
|
||||
<analog name="Key 22" devid="Analogs key 01-28" index="25" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
|
||||
<analog name="Key 23" devid="Analogs key 01-28" index="26" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
|
||||
<analog name="Key 24" devid="Analogs key 01-28" index="27" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
|
||||
<analog name="Key 25" devid="Analogs key 01-28" index="28" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
|
||||
<analog name="Key 26" devid="Analogs key 01-28" index="29" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
|
||||
<analog name="Key 27" devid="Analogs key 01-28" index="30" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
|
||||
<analog name="Key 28" devid="Analogs key 01-28" index="31" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
|
||||
</analogs>
|
||||
<lights>
|
||||
<light name="Key 1 R" devid="Lights 01-14" index="0"/>
|
||||
<light name="Key 1 G" devid="Lights 01-14" index="1"/>
|
||||
<light name="Key 1 B" devid="Lights 01-14" index="2"/>
|
||||
<light name="Key 2 R" devid="Lights 01-14" index="3"/>
|
||||
<light name="Key 2 G" devid="Lights 01-14" index="4"/>
|
||||
<light name="Key 2 B" devid="Lights 01-14" index="5"/>
|
||||
<light name="Key 3 R" devid="Lights 01-14" index="6"/>
|
||||
<light name="Key 3 G" devid="Lights 01-14" index="7"/>
|
||||
<light name="Key 3 B" devid="Lights 01-14" index="8"/>
|
||||
<light name="Key 4 R" devid="Lights 01-14" index="9"/>
|
||||
<light name="Key 4 G" devid="Lights 01-14" index="10"/>
|
||||
<light name="Key 4 B" devid="Lights 01-14" index="11"/>
|
||||
<light name="Key 5 R" devid="Lights 01-14" index="12"/>
|
||||
<light name="Key 5 G" devid="Lights 01-14" index="13"/>
|
||||
<light name="Key 5 B" devid="Lights 01-14" index="14"/>
|
||||
<light name="Key 6 R" devid="Lights 01-14" index="15"/>
|
||||
<light name="Key 6 G" devid="Lights 01-14" index="16"/>
|
||||
<light name="Key 6 B" devid="Lights 01-14" index="17"/>
|
||||
<light name="Key 7 R" devid="Lights 01-14" index="18"/>
|
||||
<light name="Key 7 G" devid="Lights 01-14" index="19"/>
|
||||
<light name="Key 7 B" devid="Lights 01-14" index="20"/>
|
||||
<light name="Key 8 R" devid="Lights 01-14" index="21"/>
|
||||
<light name="Key 8 G" devid="Lights 01-14" index="22"/>
|
||||
<light name="Key 8 B" devid="Lights 01-14" index="23"/>
|
||||
<light name="Key 9 R" devid="Lights 01-14" index="24"/>
|
||||
<light name="Key 9 G" devid="Lights 01-14" index="25"/>
|
||||
<light name="Key 9 B" devid="Lights 01-14" index="26"/>
|
||||
<light name="Key 10 R" devid="Lights 01-14" index="27"/>
|
||||
<light name="Key 10 G" devid="Lights 01-14" index="28"/>
|
||||
<light name="Key 10 B" devid="Lights 01-14" index="29"/>
|
||||
<light name="Key 11 R" devid="Lights 01-14" index="30"/>
|
||||
<light name="Key 11 G" devid="Lights 01-14" index="31"/>
|
||||
<light name="Key 11 B" devid="Lights 01-14" index="32"/>
|
||||
<light name="Key 12 R" devid="Lights 01-14" index="33"/>
|
||||
<light name="Key 12 G" devid="Lights 01-14" index="34"/>
|
||||
<light name="Key 12 B" devid="Lights 01-14" index="35"/>
|
||||
<light name="Key 13 R" devid="Lights 01-14" index="36"/>
|
||||
<light name="Key 13 G" devid="Lights 01-14" index="37"/>
|
||||
<light name="Key 13 B" devid="Lights 01-14" index="38"/>
|
||||
<light name="Key 14 R" devid="Lights 01-14" index="39"/>
|
||||
<light name="Key 14 G" devid="Lights 01-14" index="40"/>
|
||||
<light name="Key 14 B" devid="Lights 01-14" index="41"/>
|
||||
<light name="Key 15 R" devid="Lights 15-28" index="0"/>
|
||||
<light name="Key 15 G" devid="Lights 15-28" index="1"/>
|
||||
<light name="Key 15 B" devid="Lights 15-28" index="2"/>
|
||||
<light name="Key 16 R" devid="Lights 15-28" index="3"/>
|
||||
<light name="Key 16 G" devid="Lights 15-28" index="4"/>
|
||||
<light name="Key 16 B" devid="Lights 15-28" index="5"/>
|
||||
<light name="Key 17 R" devid="Lights 15-28" index="6"/>
|
||||
<light name="Key 17 G" devid="Lights 15-28" index="7"/>
|
||||
<light name="Key 17 B" devid="Lights 15-28" index="8"/>
|
||||
<light name="Key 18 R" devid="Lights 15-28" index="9"/>
|
||||
<light name="Key 18 G" devid="Lights 15-28" index="10"/>
|
||||
<light name="Key 18 B" devid="Lights 15-28" index="11"/>
|
||||
<light name="Key 19 R" devid="Lights 15-28" index="12"/>
|
||||
<light name="Key 19 G" devid="Lights 15-28" index="13"/>
|
||||
<light name="Key 19 B" devid="Lights 15-28" index="14"/>
|
||||
<light name="Key 20 R" devid="Lights 15-28" index="15"/>
|
||||
<light name="Key 20 G" devid="Lights 15-28" index="16"/>
|
||||
<light name="Key 20 B" devid="Lights 15-28" index="17"/>
|
||||
<light name="Key 21 R" devid="Lights 15-28" index="18"/>
|
||||
<light name="Key 21 G" devid="Lights 15-28" index="19"/>
|
||||
<light name="Key 21 B" devid="Lights 15-28" index="20"/>
|
||||
<light name="Key 22 R" devid="Lights 15-28" index="21"/>
|
||||
<light name="Key 22 G" devid="Lights 15-28" index="22"/>
|
||||
<light name="Key 22 B" devid="Lights 15-28" index="23"/>
|
||||
<light name="Key 23 R" devid="Lights 15-28" index="24"/>
|
||||
<light name="Key 23 G" devid="Lights 15-28" index="25"/>
|
||||
<light name="Key 23 B" devid="Lights 15-28" index="26"/>
|
||||
<light name="Key 24 R" devid="Lights 15-28" index="27"/>
|
||||
<light name="Key 24 G" devid="Lights 15-28" index="28"/>
|
||||
<light name="Key 24 B" devid="Lights 15-28" index="29"/>
|
||||
<light name="Key 25 R" devid="Lights 15-28" index="30"/>
|
||||
<light name="Key 25 G" devid="Lights 15-28" index="31"/>
|
||||
<light name="Key 25 B" devid="Lights 15-28" index="32"/>
|
||||
<light name="Key 26 R" devid="Lights 15-28" index="33"/>
|
||||
<light name="Key 26 G" devid="Lights 15-28" index="34"/>
|
||||
<light name="Key 26 B" devid="Lights 15-28" index="35"/>
|
||||
<light name="Key 27 R" devid="Lights 15-28" index="36"/>
|
||||
<light name="Key 27 G" devid="Lights 15-28" index="37"/>
|
||||
<light name="Key 27 B" devid="Lights 15-28" index="38"/>
|
||||
<light name="Key 28 R" devid="Lights 15-28" index="39"/>
|
||||
<light name="Key 28 G" devid="Lights 15-28" index="40"/>
|
||||
<light name="Key 28 B" devid="Lights 15-28" index="41"/>
|
||||
</lights>
|
||||
</template>
|
||||
<!-- Gitaller has two modes - digital tilt and analog axis. This binds both of them at the same time. -->
|
||||
<template name="DJ DAO Gitaller" game="GitaDora">
|
||||
<buttons>
|
||||
<button name="Guitar P1 Start" vkey="9" analogtype="0" devid="Gitaller P1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
|
||||
<button name="Guitar P1 Help" vkey="8" analogtype="0" devid="Gitaller P1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
|
||||
<button name="Guitar P1 Pick Up" vkey="5" analogtype="0" devid="Gitaller P1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
|
||||
<button name="Guitar P1 Pick Down" vkey="6" analogtype="0" devid="Gitaller P1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
|
||||
<button name="Guitar P1 R" vkey="0" analogtype="0" devid="Gitaller P1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
|
||||
<button name="Guitar P1 G" vkey="1" analogtype="0" devid="Gitaller P1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
|
||||
<button name="Guitar P1 B" vkey="2" analogtype="0" devid="Gitaller P1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
|
||||
<button name="Guitar P1 Y" vkey="3" analogtype="0" devid="Gitaller P1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
|
||||
<button name="Guitar P1 P" vkey="4" analogtype="0" devid="Gitaller P1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
|
||||
<button name="Guitar P1 Wail Up" vkey="10" analogtype="0" devid="Gitaller P1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
|
||||
<button name="Guitar P1 Wail Down" vkey="11" analogtype="0" devid="Gitaller P1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
|
||||
</buttons>
|
||||
<keypad_buttons/>
|
||||
<analogs>
|
||||
<analog name="Guitar P1 Wail X" devid="Gitaller P1" index="1" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
|
||||
<analog name="Guitar P1 Wail Y" devid="Gitaller P1" index="0" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
|
||||
<analog name="Guitar P1 Wail Z" devid="Gitaller P1" index="5" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
|
||||
</analogs>
|
||||
<lights/>
|
||||
<!-- Gen 1 FAUCETWO in HID mode; should also work for later gens -->
|
||||
</template>
|
||||
<template name="DJ DAO FAUCETWO" game="Sound Voltex">
|
||||
<buttons>
|
||||
<button name="BT-A" vkey="1" analogtype="0" devid="Buttons (MI_01)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
|
||||
<button name="BT-B" vkey="2" analogtype="0" devid="Buttons (MI_01)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
|
||||
<button name="BT-C" vkey="3" analogtype="0" devid="Buttons (MI_01)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
|
||||
<button name="BT-D" vkey="4" analogtype="0" devid="Buttons (MI_01)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
|
||||
<button name="FX-L" vkey="5" analogtype="0" devid="Buttons (MI_01)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
|
||||
<button name="FX-R" vkey="6" analogtype="0" devid="Buttons (MI_01)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
|
||||
<button name="Start" vkey="0" analogtype="0" devid="Buttons (MI_01)" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
|
||||
</buttons>
|
||||
<keypad_buttons/>
|
||||
<analogs>
|
||||
<analog name="VOL-L" devid="Buttons (MI_01)" index="1" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
|
||||
<analog name="VOL-R" devid="Buttons (MI_01)" index="0" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
|
||||
</analogs>
|
||||
<lights>
|
||||
<light name="BT-A" devid="Lights (MI_02)" index="24"/>
|
||||
<light name="BT-B" devid="Lights (MI_02)" index="25"/>
|
||||
<light name="BT-C" devid="Lights (MI_02)" index="26"/>
|
||||
<light name="BT-D" devid="Lights (MI_02)" index="27"/>
|
||||
<light name="FX-L" devid="Lights (MI_02)" index="28"/>
|
||||
<light name="FX-R" devid="Lights (MI_02)" index="29"/>
|
||||
<light name="Start" devid="Lights (MI_02)" index="30"/>
|
||||
<light name="Upper Left Speaker Avg R" devid="Lights (MI_02)" index="0"/>
|
||||
<light name="Upper Left Speaker Avg G" devid="Lights (MI_02)" index="1"/>
|
||||
<light name="Upper Left Speaker Avg B" devid="Lights (MI_02)" index="2"/>
|
||||
<light name="Upper Right Speaker Avg R" devid="Lights (MI_02)" index="9"/>
|
||||
<light name="Upper Right Speaker Avg G" devid="Lights (MI_02)" index="10"/>
|
||||
<light name="Upper Right Speaker Avg B" devid="Lights (MI_02)" index="11"/>
|
||||
<light name="Lower Left Speaker Avg R" devid="Lights (MI_02)" index="3"/>
|
||||
<light name="Lower Left Speaker Avg G" devid="Lights (MI_02)" index="4"/>
|
||||
<light name="Lower Left Speaker Avg B" devid="Lights (MI_02)" index="5"/>
|
||||
<light name="Lower Right Speaker Avg R" devid="Lights (MI_02)" index="6"/>
|
||||
<light name="Lower Right Speaker Avg G" devid="Lights (MI_02)" index="7"/>
|
||||
<light name="Lower Right Speaker Avg B" devid="Lights (MI_02)" index="8"/>
|
||||
<light name="Control Panel Avg R" devid="Lights (MI_02)" index="15"/>
|
||||
<light name="Control Panel Avg G" devid="Lights (MI_02)" index="16"/>
|
||||
<light name="Control Panel Avg B" devid="Lights (MI_02)" index="17"/>
|
||||
</lights>
|
||||
</template>
|
||||
</templates>
|
||||
@@ -121,7 +121,9 @@ namespace overlay::windows {
|
||||
std::vector<ControllerTemplate> templates;
|
||||
|
||||
auto *root = doc.RootElement();
|
||||
if (!root) return templates;
|
||||
if (!root) {
|
||||
return templates;
|
||||
}
|
||||
|
||||
auto *tmpl_el = root->FirstChildElement("template");
|
||||
while (tmpl_el) {
|
||||
@@ -234,7 +236,13 @@ namespace overlay::windows {
|
||||
return load_templates_from_doc(doc, false);
|
||||
}
|
||||
|
||||
bool save_user_template(const ControllerTemplate &tmpl) {
|
||||
bool save_user_template(
|
||||
const ControllerTemplate &tmpl,
|
||||
const bool save_buttons,
|
||||
const bool save_keypads,
|
||||
const bool save_analogs,
|
||||
const bool save_lights) {
|
||||
|
||||
auto path = get_templates_path();
|
||||
auto path_tmp = path;
|
||||
path_tmp.replace_extension(L"tmp");
|
||||
@@ -273,13 +281,15 @@ namespace overlay::windows {
|
||||
|
||||
// buttons — skip unbound entries
|
||||
auto *buttons_el = doc.NewElement("buttons");
|
||||
for (auto &btn : tmpl.buttons) {
|
||||
if (!btn.primary.is_unbound()) {
|
||||
write_button_entry(doc, buttons_el, btn.name, btn.primary);
|
||||
}
|
||||
for (auto &alt : btn.alternatives) {
|
||||
if (!alt.is_unbound()) {
|
||||
write_button_entry(doc, buttons_el, btn.name, alt);
|
||||
if (save_buttons) {
|
||||
for (auto &btn : tmpl.buttons) {
|
||||
if (!btn.primary.is_unbound()) {
|
||||
write_button_entry(doc, buttons_el, btn.name, btn.primary);
|
||||
}
|
||||
for (auto &alt : btn.alternatives) {
|
||||
if (!alt.is_unbound()) {
|
||||
write_button_entry(doc, buttons_el, btn.name, alt);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -288,13 +298,15 @@ namespace overlay::windows {
|
||||
// keypad buttons — skip unbound entries
|
||||
if (!tmpl.keypad_buttons.empty()) {
|
||||
auto *kp_el = doc.NewElement("keypad_buttons");
|
||||
for (auto &btn : tmpl.keypad_buttons) {
|
||||
if (!btn.primary.is_unbound()) {
|
||||
write_button_entry(doc, kp_el, btn.name, btn.primary);
|
||||
}
|
||||
for (auto &alt : btn.alternatives) {
|
||||
if (!alt.is_unbound()) {
|
||||
write_button_entry(doc, kp_el, btn.name, alt);
|
||||
if (save_keypads) {
|
||||
for (auto &btn : tmpl.keypad_buttons) {
|
||||
if (!btn.primary.is_unbound()) {
|
||||
write_button_entry(doc, kp_el, btn.name, btn.primary);
|
||||
}
|
||||
for (auto &alt : btn.alternatives) {
|
||||
if (!alt.is_unbound()) {
|
||||
write_button_entry(doc, kp_el, btn.name, alt);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -303,22 +315,26 @@ namespace overlay::windows {
|
||||
|
||||
// analogs — skip unbound entries
|
||||
auto *analogs_el = doc.NewElement("analogs");
|
||||
for (auto &a : tmpl.analogs) {
|
||||
if (!a.is_unbound()) {
|
||||
write_analog(doc, analogs_el, a);
|
||||
if (save_analogs) {
|
||||
for (auto &a : tmpl.analogs) {
|
||||
if (!a.is_unbound()) {
|
||||
write_analog(doc, analogs_el, a);
|
||||
}
|
||||
}
|
||||
}
|
||||
tmpl_el->InsertEndChild(analogs_el);
|
||||
|
||||
// lights — skip unbound entries
|
||||
auto *lights_el = doc.NewElement("lights");
|
||||
for (auto &l : tmpl.lights) {
|
||||
if (!l.primary.is_unbound()) {
|
||||
write_light_entry(doc, lights_el, l.name, l.primary);
|
||||
}
|
||||
for (auto &alt : l.alternatives) {
|
||||
if (!alt.is_unbound()) {
|
||||
write_light_entry(doc, lights_el, l.name, alt);
|
||||
if (save_lights) {
|
||||
for (auto &l : tmpl.lights) {
|
||||
if (!l.primary.is_unbound()) {
|
||||
write_light_entry(doc, lights_el, l.name, l.primary);
|
||||
}
|
||||
for (auto &alt : l.alternatives) {
|
||||
if (!alt.is_unbound()) {
|
||||
write_light_entry(doc, lights_el, l.name, alt);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -424,12 +440,14 @@ namespace overlay::windows {
|
||||
std::vector<ControllerTemplate> get_templates_for_game(const std::string &game_name) {
|
||||
std::vector<ControllerTemplate> result;
|
||||
|
||||
log_misc("templates", "loading built-in templates for {}", game_name);
|
||||
for (auto &t : load_builtin_templates()) {
|
||||
if (t.game_name == game_name) {
|
||||
result.push_back(std::move(t));
|
||||
}
|
||||
}
|
||||
|
||||
log_misc("templates", "loading user templates for {}", game_name);
|
||||
for (auto &t : load_user_templates()) {
|
||||
if (t.game_name == game_name) {
|
||||
result.push_back(std::move(t));
|
||||
|
||||
@@ -258,6 +258,10 @@ namespace overlay::windows {
|
||||
if (previous_games_selected != this->games_selected) {
|
||||
read_card();
|
||||
templates_cache_dirty = true;
|
||||
log_misc(
|
||||
"config",
|
||||
"game selection changed from {} to {}",
|
||||
previous_games_selected, this->games_selected);
|
||||
}
|
||||
|
||||
// tab selection
|
||||
@@ -576,13 +580,18 @@ namespace overlay::windows {
|
||||
|
||||
// did tab selection change?
|
||||
if (this->tab_selected != tab_selected_new) {
|
||||
log_misc(
|
||||
"config",
|
||||
"tab selection changed from {} to {}",
|
||||
static_cast<uint32_t>(this->tab_selected),
|
||||
static_cast<uint32_t>(tab_selected_new));
|
||||
|
||||
stop_lights_test();
|
||||
|
||||
this->tab_selected = tab_selected_new;
|
||||
buttons_many_active = false;
|
||||
buttons_many_index = -1;
|
||||
templates_cache_dirty = true;
|
||||
|
||||
ImGui::CloseCurrentPopup();
|
||||
}
|
||||
|
||||
@@ -3297,7 +3306,7 @@ namespace overlay::windows {
|
||||
+ ImGui::GetFrameHeightWithSpacing() * 2 + ImGui::GetStyle().WindowPadding.y;
|
||||
float table_h = ImGui::GetContentRegionAvail().y - footer_h;
|
||||
if (ImGui::BeginTable("##AutoMatchTable", 3,
|
||||
ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_ScrollY,
|
||||
ImGuiTableFlags_RowBg | ImGuiTableFlags_ScrollY,
|
||||
ImVec2(0, table_h))) {
|
||||
ImGui::TableSetupColumn("Device Light", ImGuiTableColumnFlags_WidthStretch);
|
||||
ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, 30.f);
|
||||
@@ -4879,11 +4888,15 @@ namespace overlay::windows {
|
||||
};
|
||||
|
||||
// apply game buttons and keypad buttons
|
||||
apply_buttons(tmpl.buttons, games::get_buttons(this->games_selected_name));
|
||||
apply_buttons(tmpl.keypad_buttons, games::get_buttons_keypads(this->games_selected_name));
|
||||
if (this->apply_buttons) {
|
||||
apply_buttons(tmpl.buttons, games::get_buttons(this->games_selected_name));
|
||||
}
|
||||
if (this->apply_keypads) {
|
||||
apply_buttons(tmpl.keypad_buttons, games::get_buttons_keypads(this->games_selected_name));
|
||||
}
|
||||
|
||||
// apply analog bindings (device source only)
|
||||
if (!source_is_naive && !target_is_naive) {
|
||||
if (this->apply_analogs && !source_is_naive && !target_is_naive) {
|
||||
auto *analogs = games::get_analogs(this->games_selected_name);
|
||||
if (analogs) {
|
||||
for (auto &ta : tmpl.analogs) {
|
||||
@@ -4914,7 +4927,7 @@ namespace overlay::windows {
|
||||
}
|
||||
|
||||
// apply light bindings (device source only)
|
||||
if (!source_is_naive && !target_is_naive) {
|
||||
if (this->apply_lights && !source_is_naive && !target_is_naive) {
|
||||
auto *lights = games::get_lights(this->games_selected_name);
|
||||
if (lights) {
|
||||
for (auto &tl : tmpl.lights) {
|
||||
@@ -4980,7 +4993,7 @@ namespace overlay::windows {
|
||||
// preset list table
|
||||
if (!templates_cache.empty()) {
|
||||
if (ImGui::BeginTable("TemplateList", 6,
|
||||
ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingStretchProp)) {
|
||||
ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingStretchProp)) {
|
||||
|
||||
ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_None, 3.f);
|
||||
ImGui::TableSetupColumn("Type", ImGuiTableColumnFlags_None, 1.f);
|
||||
@@ -5092,9 +5105,7 @@ namespace overlay::windows {
|
||||
if (templates_selected >= 0 && templates_selected < (int)templates_cache.size()) {
|
||||
const auto &t = templates_cache[templates_selected];
|
||||
|
||||
ImGui::Text("Apply preset \"%s\"", t.name.c_str());
|
||||
ImGui::TextColored(ImVec4(1.f, 0.7f, 0, 1),
|
||||
"Overlay bindings are not affected.");
|
||||
ImGui::Text("Applying preset: \"%s\"", t.name.c_str());
|
||||
ImGui::Spacing();
|
||||
|
||||
// clear all button
|
||||
@@ -5102,22 +5113,57 @@ namespace overlay::windows {
|
||||
ImGui::AlignTextToFramePadding();
|
||||
ImGui::TextColored(ImVec4(1.f, 0.5f, 0.5f, 1.f),
|
||||
"Step 1: Reset all existing bindings (Caution! This can't be undone.)");
|
||||
ImGui::BeginDisabled(this->all_cleared);
|
||||
if (ImGui::Button("Clear All Bindings")) {
|
||||
clear_all_bindings();
|
||||
this->all_cleared = true;
|
||||
std::fill(this->template_is_applied.begin(), this->template_is_applied.end(), false);
|
||||
}
|
||||
ImGui::EndDisabled();
|
||||
ImGui::SameLine();
|
||||
ImGui::HelpMarker(
|
||||
"Clears all game button, analog, and light bindings.");
|
||||
if (this->all_cleared) {
|
||||
ImGui::SameLine();
|
||||
ImGui::TextUnformatted("Done.");
|
||||
}
|
||||
|
||||
ImGui::Spacing();
|
||||
ImGui::Separator();
|
||||
ImGui::AlignTextToFramePadding();
|
||||
ImGui::TextColored(ImVec4(1.f, 0.7f, 0, 1),
|
||||
"Step 2: Apply bindings by source (one at a time)");
|
||||
"Step 2: Pick which groups to apply");
|
||||
ImGui::Spacing();
|
||||
bool selection_changed = false;
|
||||
selection_changed |= ImGui::Checkbox("Buttons", &this->apply_buttons);
|
||||
ImGui::SameLine();
|
||||
selection_changed |= ImGui::Checkbox("Keypads", &this->apply_keypads);
|
||||
ImGui::SameLine();
|
||||
selection_changed |= ImGui::Checkbox("Analogs", &this->apply_analogs);
|
||||
ImGui::SameLine();
|
||||
selection_changed |= ImGui::Checkbox("Lights", &this->apply_lights);
|
||||
if (selection_changed) {
|
||||
std::fill(this->template_is_applied.begin(), this->template_is_applied.end(), false);
|
||||
}
|
||||
|
||||
if (!this->apply_buttons && !this->apply_keypads &&
|
||||
!this->apply_analogs && !this->apply_lights) {
|
||||
ImGui::TextUnformatted("\nYou must select at least one group to apply.\n\n");
|
||||
}
|
||||
|
||||
ImGui::Spacing();
|
||||
ImGui::Separator();
|
||||
ImGui::AlignTextToFramePadding();
|
||||
ImGui::TextColored(ImVec4(1.f, 0.7f, 0, 1), "Step 3: Pick devices to apply profiles");
|
||||
ImGui::Spacing();
|
||||
ImGui::TextUnformatted("Hint: hold a button on the controller, it'll turn green in the drop down.");
|
||||
ImGui::Spacing();
|
||||
|
||||
// list binding sources with target selection
|
||||
auto sources = t.get_binding_sources();
|
||||
const auto sources = t.get_binding_sources();
|
||||
if (sources.size() != template_save_sources.size()) {
|
||||
this->template_is_applied.resize(sources.size(), false);
|
||||
}
|
||||
|
||||
// build target device list: "Naive" + all connected devices
|
||||
std::vector<std::string> target_options;
|
||||
@@ -5140,13 +5186,16 @@ namespace overlay::windows {
|
||||
}
|
||||
}
|
||||
|
||||
if (ImGui::BeginTable("TemplateSources", 4,
|
||||
ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg |
|
||||
ImGuiTableFlags_SizingStretchProp)) {
|
||||
if (!apply_buttons && !apply_keypads && !apply_analogs && !apply_lights) {
|
||||
ImGui::BeginDisabled();
|
||||
}
|
||||
|
||||
ImGui::TableSetupColumn("Source", ImGuiTableColumnFlags_None, 2.f);
|
||||
ImGui::TableSetupColumn("Apply As", ImGuiTableColumnFlags_None, 3.f);
|
||||
ImGui::TableSetupColumn("Status", ImGuiTableColumnFlags_None, 2.f);
|
||||
if (ImGui::BeginTable("TemplateSources", 4,
|
||||
ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingStretchProp)) {
|
||||
|
||||
ImGui::TableSetupColumn("Profile", ImGuiTableColumnFlags_None, 2.f);
|
||||
ImGui::TableSetupColumn("Device", ImGuiTableColumnFlags_None, 3.f);
|
||||
ImGui::TableSetupColumn("Status", ImGuiTableColumnFlags_WidthFixed, overlay::apply_scaling(80));
|
||||
ImGui::TableSetupColumn("Action", ImGuiTableColumnFlags_None, 1.f);
|
||||
ImGui::TableHeadersRow();
|
||||
|
||||
@@ -5159,30 +5208,44 @@ namespace overlay::windows {
|
||||
if (dev.hidInfo) {
|
||||
for (auto &page : dev.hidInfo->button_states) {
|
||||
for (bool s : page) {
|
||||
if (s) { pressed = true; break; }
|
||||
if (s) {
|
||||
pressed = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (pressed) {
|
||||
break;
|
||||
}
|
||||
if (pressed) { break; }
|
||||
}
|
||||
}
|
||||
break;
|
||||
case rawinput::KEYBOARD:
|
||||
if (dev.keyboardInfo) {
|
||||
for (bool s : dev.keyboardInfo->key_states) {
|
||||
if (s) { pressed = true; break; }
|
||||
if (s) {
|
||||
pressed = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
case rawinput::MOUSE:
|
||||
if (dev.mouseInfo) {
|
||||
for (bool s : dev.mouseInfo->key_states) {
|
||||
if (s) { pressed = true; break; }
|
||||
if (s) {
|
||||
pressed = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
case rawinput::MIDI:
|
||||
if (dev.midiInfo) {
|
||||
for (bool s : dev.midiInfo->states) {
|
||||
if (s) { pressed = true; break; }
|
||||
if (s) {
|
||||
pressed = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
@@ -5204,6 +5267,7 @@ namespace overlay::windows {
|
||||
{
|
||||
int sel = template_target_selection[si];
|
||||
bool active = sel > 0 && active_devices.count(target_options[sel]) > 0;
|
||||
ImGui::AlignTextToFramePadding();
|
||||
if (active) {
|
||||
ImGui::TextColored(ImVec4(0.f, 1.f, 0.f, 1.f), "%s", sources[si].c_str());
|
||||
} else {
|
||||
@@ -5218,7 +5282,7 @@ namespace overlay::windows {
|
||||
ImGui::TableNextColumn();
|
||||
ImGui::SetNextItemWidth(-1);
|
||||
{
|
||||
int sel = template_target_selection[si];
|
||||
const int sel = template_target_selection[si];
|
||||
const char *preview = (sel >= 0) ? target_options[sel].c_str() : "(select target)";
|
||||
if (ImGui::BeginCombo("##target", preview)) {
|
||||
for (int ti = 0; ti < (int)target_options.size(); ti++) {
|
||||
@@ -5228,7 +5292,7 @@ namespace overlay::windows {
|
||||
if (ti > 0) {
|
||||
auto *dev = RI_MGR->devices_get(target_options[ti]);
|
||||
if (dev) {
|
||||
combo_label = fmt::format("{}##{}", dev->desc, dev->name);
|
||||
combo_label = fmt::format("{} ({})##{}", dev->desc.substr(0, 42), dev->name.substr(0, 36), dev->name);
|
||||
item_active = active_devices.count(dev->name) > 0;
|
||||
}
|
||||
}
|
||||
@@ -5245,6 +5309,7 @@ namespace overlay::windows {
|
||||
ImGui::SetItemDefaultFocus();
|
||||
}
|
||||
}
|
||||
this->template_is_applied[si] = false;
|
||||
ImGui::EndCombo();
|
||||
}
|
||||
}
|
||||
@@ -5255,12 +5320,14 @@ namespace overlay::windows {
|
||||
int sel = template_target_selection[si];
|
||||
if (sel < 0) {
|
||||
ImGui::TextDisabled("--");
|
||||
} else if (this->template_is_applied[si]) {
|
||||
ImGui::TextColored(ImVec4(0.f, 1.f, 0.f, 1.f), "Applied!");
|
||||
} else if (target_options[sel] == "Naive") {
|
||||
ImGui::TextColored(ImVec4(0.f, 1.f, 0.f, 1.f), "OK");
|
||||
ImGui::TextUnformatted("Ready");
|
||||
} else {
|
||||
auto *device = RI_MGR->devices_get(target_options[sel]);
|
||||
if (device) {
|
||||
ImGui::TextColored(ImVec4(0.f, 1.f, 0.f, 1.f), "OK");
|
||||
ImGui::TextUnformatted("Ready");
|
||||
} else {
|
||||
ImGui::TextColored(ImVec4(1.f, 0.5f, 0.f, 1.f), "Not found");
|
||||
}
|
||||
@@ -5270,18 +5337,16 @@ namespace overlay::windows {
|
||||
// apply button
|
||||
ImGui::TableNextColumn();
|
||||
{
|
||||
int sel = template_target_selection[si];
|
||||
if (sel < 0) {
|
||||
ImGui::BeginDisabled();
|
||||
}
|
||||
const int sel = template_target_selection[si];
|
||||
ImGui::BeginDisabled(sel < 0 || this->template_is_applied[si]);
|
||||
if (ImGui::Button("Apply")) {
|
||||
if (sel >= 0) {
|
||||
apply_template_source(t, sources[si], target_options[sel]);
|
||||
this->template_is_applied[si] = true;
|
||||
this->all_cleared = false;
|
||||
}
|
||||
}
|
||||
if (sel < 0) {
|
||||
ImGui::EndDisabled();
|
||||
}
|
||||
ImGui::EndDisabled();
|
||||
}
|
||||
|
||||
ImGui::PopID();
|
||||
@@ -5289,6 +5354,10 @@ namespace overlay::windows {
|
||||
|
||||
ImGui::EndTable();
|
||||
}
|
||||
|
||||
if (!apply_buttons && !apply_keypads && !apply_analogs && !apply_lights) {
|
||||
ImGui::EndDisabled();
|
||||
}
|
||||
}
|
||||
|
||||
ImGui::SetCursorPosY(ImGui::GetWindowHeight()
|
||||
@@ -5296,6 +5365,7 @@ namespace overlay::windows {
|
||||
- ImGui::GetStyle().WindowPadding.y);
|
||||
if (ImGui::Button("Close")) {
|
||||
templates_selected = -1;
|
||||
all_cleared = false;
|
||||
template_target_selection.clear();
|
||||
ImGui::CloseCurrentPopup();
|
||||
}
|
||||
@@ -5360,9 +5430,21 @@ namespace overlay::windows {
|
||||
"Labels replace device IDs in the saved preset.");
|
||||
ImGui::Spacing();
|
||||
|
||||
ImGui::TextUnformatted("Pick which groups to save:");
|
||||
ImGui::Checkbox("Buttons", &this->save_buttons);
|
||||
ImGui::SameLine();
|
||||
ImGui::Checkbox("Keypads", &this->save_keypads);
|
||||
ImGui::SameLine();
|
||||
ImGui::Checkbox("Analogs", &this->save_analogs);
|
||||
ImGui::SameLine();
|
||||
ImGui::Checkbox("Lights", &this->save_lights);
|
||||
if (!this->save_analogs && !this->save_keypads &&
|
||||
!this->save_analogs && !this->save_lights) {
|
||||
ImGui::TextUnformatted("\nYou must select at least one group to save.\n\n");
|
||||
}
|
||||
|
||||
if (ImGui::BeginTable("SaveLabels", 2,
|
||||
ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg |
|
||||
ImGuiTableFlags_SizingStretchProp)) {
|
||||
ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingStretchProp)) {
|
||||
|
||||
ImGui::TableSetupColumn("Source", ImGuiTableColumnFlags_None, 3.f);
|
||||
ImGui::TableSetupColumn("Label", ImGuiTableColumnFlags_None, 3.f);
|
||||
@@ -5405,16 +5487,19 @@ namespace overlay::windows {
|
||||
ImGui::SetCursorPosY(ImGui::GetWindowHeight()
|
||||
- ImGui::GetFrameHeightWithSpacing()
|
||||
- ImGui::GetStyle().WindowPadding.y);
|
||||
if (!all_labels_set) {
|
||||
ImGui::BeginDisabled();
|
||||
}
|
||||
|
||||
ImGui::BeginDisabled(
|
||||
!all_labels_set ||
|
||||
(!this->save_buttons && !this->save_keypads && !this->save_analogs && !this->save_lights));
|
||||
|
||||
if (ImGui::Button("Save")) {
|
||||
// replace device IDs with labels in the template
|
||||
for (int si = 0; si < (int)template_save_sources.size(); si++) {
|
||||
template_pending_save.rename_source(
|
||||
template_save_sources[si], template_save_labels[si]);
|
||||
}
|
||||
if (save_user_template(template_pending_save)) {
|
||||
if (save_user_template(template_pending_save,
|
||||
this->save_buttons, this->save_keypads, this->save_analogs, this->save_lights)) {
|
||||
template_save_name[0] = '\0';
|
||||
templates_cache_dirty = true;
|
||||
}
|
||||
@@ -5422,9 +5507,7 @@ namespace overlay::windows {
|
||||
template_save_labels.clear();
|
||||
ImGui::CloseCurrentPopup();
|
||||
}
|
||||
if (!all_labels_set) {
|
||||
ImGui::EndDisabled();
|
||||
}
|
||||
ImGui::EndDisabled();
|
||||
|
||||
ImGui::SameLine();
|
||||
if (ImGui::Button("Cancel")) {
|
||||
@@ -5446,8 +5529,7 @@ namespace overlay::windows {
|
||||
ImGui::Spacing();
|
||||
|
||||
if (ImGui::BeginTable("EditLabels", 2,
|
||||
ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg |
|
||||
ImGuiTableFlags_SizingStretchProp)) {
|
||||
ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingStretchProp)) {
|
||||
|
||||
ImGui::TableSetupColumn("Current Label", ImGuiTableColumnFlags_None, 3.f);
|
||||
ImGui::TableSetupColumn("New Label", ImGuiTableColumnFlags_None, 3.f);
|
||||
@@ -5499,7 +5581,7 @@ namespace overlay::windows {
|
||||
t.rename_source(template_save_sources[si], template_save_labels[si]);
|
||||
}
|
||||
}
|
||||
save_user_template(t);
|
||||
save_user_template(t, true, true, true, true);
|
||||
templates_cache_dirty = true;
|
||||
template_save_sources.clear();
|
||||
template_save_labels.clear();
|
||||
|
||||
@@ -110,6 +110,16 @@ namespace overlay::windows {
|
||||
ControllerTemplate template_pending_save;
|
||||
std::vector<std::string> template_save_sources;
|
||||
std::vector<std::string> template_save_labels;
|
||||
bool apply_buttons = true;
|
||||
bool apply_keypads = true;
|
||||
bool apply_analogs = true;
|
||||
bool apply_lights = true;
|
||||
bool save_buttons = true;
|
||||
bool save_keypads = true;
|
||||
bool save_analogs = true;
|
||||
bool save_lights = true;
|
||||
bool all_cleared = false;
|
||||
std::vector<bool> template_is_applied;
|
||||
|
||||
// patches tab
|
||||
std::unique_ptr<PatchManager> patch_manager;
|
||||
|
||||
@@ -96,7 +96,9 @@ namespace overlay::windows {
|
||||
collect_sources_from(buttons, sources_set, has_naive);
|
||||
collect_sources_from(keypad_buttons, sources_set, has_naive);
|
||||
for (auto &a : analogs) {
|
||||
if (a.is_device()) sources_set.insert(a.device_identifier);
|
||||
if (a.is_device()) {
|
||||
sources_set.insert(a.device_identifier);
|
||||
}
|
||||
}
|
||||
for (auto &l : lights) {
|
||||
if (l.primary.is_device()) sources_set.insert(l.primary.device_identifier);
|
||||
|
||||
@@ -145,7 +145,13 @@ namespace overlay::windows {
|
||||
// template management API
|
||||
std::vector<ControllerTemplate> get_templates_for_game(const std::string &game_name);
|
||||
std::vector<ControllerTemplate> load_user_templates();
|
||||
bool save_user_template(const ControllerTemplate &tmpl);
|
||||
bool save_user_template(
|
||||
const ControllerTemplate &tmpl,
|
||||
const bool save_buttons,
|
||||
const bool save_keypads,
|
||||
const bool save_analogs,
|
||||
const bool save_lights);
|
||||
|
||||
bool delete_user_template(const std::string &game_name, const std::string &template_name);
|
||||
bool rename_user_template(const std::string &game_name,
|
||||
const std::string &old_name, const std::string &new_name);
|
||||
|
||||
Reference in New Issue
Block a user