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#include "controls/controller_motion.h"
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#include <cmath>
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#include "controls/controller.h"
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#ifndef USE_SDL1
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#include "controls/devices/game_controller.h"
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#endif
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#include "controls/devices/joystick.h"
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#include "controls/devices/kbcontroller.h"
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#include "controls/game_controls.h"
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#include "controls/plrctrls.h"
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#include "controls/touch/gamepad.h"
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#include "options.h"
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#include "utils/log.hpp"
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namespace devilution {
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bool SimulatingMouseWithPadmapper;
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namespace {
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void ScaleJoystickAxes(float *x, float *y, float deadzone)
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{
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// radial and scaled dead_zone
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// https://web.archive.org/web/20200130014626/www.third-helix.com:80/2013/04/12/doing-thumbstick-dead-zones-right.html
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// input values go from -32767.0...+32767.0, output values are from -1.0 to 1.0;
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if (deadzone == 0) {
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return;
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}
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if (deadzone >= 1.0) {
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*x = 0;
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*y = 0;
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return;
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}
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const float maximum = 32767.0;
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float analogX = *x;
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float analogY = *y;
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float deadZone = deadzone * maximum;
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float magnitude = std::sqrt(analogX * analogX + analogY * analogY);
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if (magnitude >= deadZone) {
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// find scaled axis values with magnitudes between zero and maximum
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float scalingFactor = 1.F / magnitude * (magnitude - deadZone) / (maximum - deadZone);
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analogX = (analogX * scalingFactor);
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analogY = (analogY * scalingFactor);
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// clamp to ensure results will never exceed the max_axis value
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float clampingFactor = 1.F;
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float absAnalogX = std::fabs(analogX);
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float absAnalogY = std::fabs(analogY);
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if (absAnalogX > 1.0 || absAnalogY > 1.0) {
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if (absAnalogX > absAnalogY) {
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clampingFactor = 1.F / absAnalogX;
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} else {
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clampingFactor = 1.F / absAnalogY;
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}
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}
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*x = (clampingFactor * analogX);
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*y = (clampingFactor * analogY);
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} else {
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*x = 0;
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*y = 0;
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}
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}
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void SetSimulatingMouseWithPadmapper(bool value)
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{
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if (SimulatingMouseWithPadmapper == value)
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return;
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SimulatingMouseWithPadmapper = value;
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if (value) {
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LogVerbose("Control: begin simulating mouse with D-Pad");
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} else {
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LogVerbose("Control: end simulating mouse with D-Pad");
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}
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}
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// SELECT + D-Pad to simulate right stick movement.
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bool SimulateRightStickWithDpad(ControllerButtonEvent ctrlEvent)
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{
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ControllerButtonCombo upCombo = sgOptions.Padmapper.ButtonComboForAction("MouseUp");
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ControllerButtonCombo downCombo = sgOptions.Padmapper.ButtonComboForAction("MouseDown");
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ControllerButtonCombo leftCombo = sgOptions.Padmapper.ButtonComboForAction("MouseLeft");
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ControllerButtonCombo rightCombo = sgOptions.Padmapper.ButtonComboForAction("MouseRight");
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int simulatedRightStickX = 0;
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int simulatedRightStickY = 0;
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if (IsControllerButtonComboPressed(upCombo))
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simulatedRightStickY += 1;
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if (IsControllerButtonComboPressed(downCombo))
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simulatedRightStickY -= 1;
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if (IsControllerButtonComboPressed(leftCombo))
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simulatedRightStickX -= 1;
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if (IsControllerButtonComboPressed(rightCombo))
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simulatedRightStickX += 1;
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SetSimulatingMouseWithPadmapper(simulatedRightStickX != 0 || simulatedRightStickY != 0);
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rightStickX += simulatedRightStickX;
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rightStickY += simulatedRightStickY;
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return SimulatingMouseWithPadmapper && IsAnyOf(ctrlEvent.button, upCombo.button, downCombo.button, leftCombo.button, rightCombo.button);
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}
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} // namespace
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float leftStickX, leftStickY, rightStickX, rightStickY;
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float leftStickXUnscaled, leftStickYUnscaled, rightStickXUnscaled, rightStickYUnscaled;
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bool leftStickNeedsScaling, rightStickNeedsScaling;
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namespace {
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void ScaleJoysticks()
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{
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const float rightDeadzone = sgOptions.Controller.fDeadzone;
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const float leftDeadzone = sgOptions.Controller.fDeadzone;
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if (leftStickNeedsScaling) {
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leftStickX = leftStickXUnscaled;
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leftStickY = leftStickYUnscaled;
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ScaleJoystickAxes(&leftStickX, &leftStickY, leftDeadzone);
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leftStickNeedsScaling = false;
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}
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if (rightStickNeedsScaling) {
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rightStickX = rightStickXUnscaled;
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rightStickY = rightStickYUnscaled;
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ScaleJoystickAxes(&rightStickX, &rightStickY, rightDeadzone);
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rightStickNeedsScaling = false;
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}
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}
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} // namespace
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// Updates motion state for mouse and joystick sticks.
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bool ProcessControllerMotion(const SDL_Event &event, ControllerButtonEvent ctrlEvent)
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{
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#ifndef USE_SDL1
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GameController *const controller = GameController::Get(event);
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if (controller != nullptr && devilution::GameController::ProcessAxisMotion(event)) {
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ScaleJoysticks();
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SetSimulatingMouseWithPadmapper(false);
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return true;
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}
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#endif
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Joystick *const joystick = Joystick::Get(event);
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if (joystick != nullptr && devilution::Joystick::ProcessAxisMotion(event)) {
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ScaleJoysticks();
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SetSimulatingMouseWithPadmapper(false);
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return true;
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}
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#if HAS_KBCTRL == 1
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if (ProcessKbCtrlAxisMotion(event)) {
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SetSimulatingMouseWithDpad(false);
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return true;
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}
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#endif
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return SimulateRightStickWithDpad(ctrlEvent);
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}
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AxisDirection GetLeftStickOrDpadDirection(bool usePadmapper)
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{
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const float stickX = leftStickX;
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const float stickY = leftStickY;
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AxisDirection result { AxisDirectionX_NONE, AxisDirectionY_NONE };
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bool isUpPressed = stickY >= 0.5;
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bool isDownPressed = stickY <= -0.5;
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bool isLeftPressed = stickX <= -0.5;
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bool isRightPressed = stickX >= 0.5;
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if (usePadmapper) {
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ControllerButtonCombo upCombo = sgOptions.Padmapper.ButtonComboForAction("MoveUp");
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ControllerButtonCombo downCombo = sgOptions.Padmapper.ButtonComboForAction("MoveDown");
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ControllerButtonCombo leftCombo = sgOptions.Padmapper.ButtonComboForAction("MoveLeft");
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ControllerButtonCombo rightCombo = sgOptions.Padmapper.ButtonComboForAction("MoveRight");
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isUpPressed |= IsControllerButtonComboPressed(upCombo);
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isDownPressed |= IsControllerButtonComboPressed(downCombo);
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isLeftPressed |= IsControllerButtonComboPressed(leftCombo);
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isRightPressed |= IsControllerButtonComboPressed(rightCombo);
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} else {
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isUpPressed |= IsControllerButtonPressed(ControllerButton_BUTTON_DPAD_UP);
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isDownPressed |= IsControllerButtonPressed(ControllerButton_BUTTON_DPAD_DOWN);
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isLeftPressed |= IsControllerButtonPressed(ControllerButton_BUTTON_DPAD_LEFT);
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isRightPressed |= IsControllerButtonPressed(ControllerButton_BUTTON_DPAD_RIGHT);
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}
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#ifndef USE_SDL1
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if (ControlMode == ControlTypes::VirtualGamepad) {
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isUpPressed |= VirtualGamepadState.isActive && VirtualGamepadState.directionPad.isUpPressed;
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isDownPressed |= VirtualGamepadState.isActive && VirtualGamepadState.directionPad.isDownPressed;
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isLeftPressed |= VirtualGamepadState.isActive && VirtualGamepadState.directionPad.isLeftPressed;
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isRightPressed |= VirtualGamepadState.isActive && VirtualGamepadState.directionPad.isRightPressed;
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}
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#endif
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if (isUpPressed) {
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result.y = AxisDirectionY_UP;
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} else if (isDownPressed) {
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result.y = AxisDirectionY_DOWN;
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}
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if (isLeftPressed) {
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result.x = AxisDirectionX_LEFT;
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} else if (isRightPressed) {
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result.x = AxisDirectionX_RIGHT;
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}
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return result;
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}
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} // namespace devilution
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