Let us start here, from square one. No, from Zero!
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#pragma once
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#include "cfg/game.h"
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#include "overlay/window.h"
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#include "rawinput/device.h"
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#include "external/imgui/imgui_filebrowser.h"
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#include "patch_manager.h"
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namespace overlay::windows {
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class Config : public Window {
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private:
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// game selection
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int games_selected = -1;
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std::string games_selected_name = "";
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std::vector<Game> games_list;
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std::vector<const char *> games_names;
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// buttons tab
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int buttons_page = 0;
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bool buttons_keyboard_state[0xFF];
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bool buttons_bind_active = false;
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bool buttons_many_active = false;
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bool buttons_many_naive = false;
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int buttons_many_delay = 0;
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int buttons_many_index = -1;
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// analogs tab
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std::vector<rawinput::Device *> analogs_devices;
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int analogs_devices_selected = -1;
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int analogs_devices_control_selected = -1;
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// lights tab
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int lights_page = 0;
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std::vector<rawinput::Device *> lights_devices;
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int lights_devices_selected = -1;
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int lights_devices_control_selected = -1;
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// keypads tab
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int keypads_selected[2] {};
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char keypads_card_path[2][1024] {};
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std::thread *keypads_card_select = nullptr;
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bool keypads_card_select_done = false;
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ImGui::FileBrowser keypads_card_select_browser[2];
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char keypads_card_number[2][18] {};
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// patches tab
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std::unique_ptr<PatchManager> patch_manager;
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// options tab
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bool options_show_hidden = false;
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bool options_dirty = false;
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int options_category = 0;
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public:
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Config(SpiceOverlay *overlay);
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~Config() override;
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void read_card(int player = -1);
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void write_card(int player);
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void build_content() override;
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void build_buttons(const std::string &name, std::vector<Button> *buttons,
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int min = 0, int max = -1);
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void build_analogs(const std::string &name, std::vector<Analog> *analogs);
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void build_lights(const std::string &name, std::vector<Light> *lights);
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void build_cards();
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void build_options(std::vector<Option> *options, const std::string &category);
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void build_about();
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void build_licenses();
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void build_launcher();
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static void build_page_selector(int *page);
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static void vertical_align_text_column();
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};
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}
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