rawinput: modifiers (key combinations) (#813)
## Link to GitHub Issue or related Pull Request, if one exists Fixes #635 ## Description of change Adds optional **button modifiers**, allowing a binding to require one or more "modifier" buttons to be held before it activates. - New "Modifiers" controller page in the overlay config to bind the Modifier 1–4 source buttons. - Each binding gains a 4-bit modifier_mask (Modifier 1-4). It is persisted as an optional modifiers XML attribute on button nodes and controller-preset entries. The attribute is optional and defaults to 0, so existing config files and presets load unchanged and the feature is off unless the user opts in. - The button Edit properties popup gains a "Modifiers" dropdown to pick which modifiers a binding requires. Doesn't apply to MIDI though. - Input evaluation skips a binding whose required modifiers are not held, falling through to its alternatives; velocity reporting uses the same gated path. - Controller-preset templates gain a "Modifiers" group for importing and exporting. ## Testing
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@@ -5,6 +5,16 @@
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namespace games {
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namespace ModifierButtons {
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enum {
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Modifier1,
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Modifier2,
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Modifier3,
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Modifier4,
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Size,
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};
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}
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namespace OverlayButtons {
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enum {
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Screenshot,
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@@ -59,6 +69,7 @@ namespace games {
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const std::vector<std::string> &get_games();
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std::vector<Button> *get_buttons(const std::string &game);
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std::vector<Button> *get_buttons_modifiers(const std::string &game);
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std::string get_buttons_help(const std::string &game);
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std::string get_analogs_help(const std::string &game);
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std::vector<Button> *get_buttons_keypads(const std::string &game);
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