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overlay: minor UI fixes for clear all / reset all (#580)
## Link to GitHub Issue or related Pull Request, if one exists #578 ## Description of change Use `Clear All` when there are no defaults, and `Reset All` when there are defaults. Clearing analogs should reset values to 0.5, not 0.
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@@ -91,6 +91,7 @@ public:
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setMultiplier(1);
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setMultiplier(1);
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setRelativeMode(false);
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setRelativeMode(false);
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setDelayBufferDepth(0);
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setDelayBufferDepth(0);
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setLastState(0.5f);
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}
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}
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inline void clearBindings() {
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inline void clearBindings() {
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@@ -593,9 +593,11 @@ namespace overlay::windows {
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ImGui::AlignTextToFramePadding();
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ImGui::AlignTextToFramePadding();
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ImGui::TextColored(ImVec4(1.f, 0.7f, 0, 1), "%s Buttons", name.c_str());
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ImGui::TextColored(ImVec4(1.f, 0.7f, 0, 1), "%s Buttons", name.c_str());
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std::string reset_button_str = "Reset all";
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std::string reset_button_str = "Clear All";
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if (name == "Keypad") {
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if (name == "Keypad") {
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reset_button_str = "Use Preset";
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reset_button_str = "Use Preset";
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} else if (name == "Overlay") {
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reset_button_str = "Reset All";
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}
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}
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const float clear_w = ImGui::CalcTextSize(reset_button_str.c_str()).x
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const float clear_w = ImGui::CalcTextSize(reset_button_str.c_str()).x
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@@ -2001,7 +2003,6 @@ namespace overlay::windows {
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// explicitly not checking for analog.isSet() here
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// explicitly not checking for analog.isSet() here
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// since it doesn't account for a binding with valid device but invalid index
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// since it doesn't account for a binding with valid device but invalid index
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analog.clearBindings();
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analog.clearBindings();
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analog.setLastState(0.f);
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::Config::getInstance().updateBinding(games_list[games_selected], analog);
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::Config::getInstance().updateBinding(games_list[games_selected], analog);
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}
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}
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ImGui::CloseCurrentPopup();
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ImGui::CloseCurrentPopup();
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@@ -2066,7 +2067,6 @@ namespace overlay::windows {
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ImGui::SameLine();
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ImGui::SameLine();
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if (ImGui::DeleteButton("Remove")) {
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if (ImGui::DeleteButton("Remove")) {
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analog.clearBindings();
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analog.clearBindings();
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analog.setLastState(0.f);
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::Config::getInstance().updateBinding(
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::Config::getInstance().updateBinding(
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games_list[games_selected], analog);
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games_list[games_selected], analog);
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}
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}
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