Makes it possible to isolate an input->tool problem from a tool->game one in the
Controllers panel (under Debug details):
- which backend fed each slot is already shown via the per-pad source tag
("XInput #0" / "Steam Input") in the Incoming section;
- a new "Round-trip" table shows, per slot, the state we forwarded (the active
backend's pad) next to what the game actually read back, highlighting matches.
For the round-trip, the XInput hook now echoes the state it returns to the game into
the status (protocol v9->v10: per-slot read_state in HookStatus).
Verified: hook_selftest (x64 + x86) asserts the hook records the game-read state;
full build x64 + x86 clean; ctest x64 9/9, x86 3/3.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
220 lines
6.4 KiB
C++
220 lines
6.4 KiB
C++
#include "controllers_panel.hpp"
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#include <imgui.h>
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#include "ui/app_chrome.hpp"
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namespace coop
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{
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namespace
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{
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const ImVec4 kGreen(0.4f, 1.0f, 0.4f, 1.0f);
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const ImVec4 kGrey(0.7f, 0.7f, 0.7f, 1.0f);
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struct ButtonBit
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{
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std::uint16_t mask;
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const char* label;
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};
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// XINPUT_GAMEPAD_* bit values (kept local so this file needn't include Xinput.h).
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constexpr ButtonBit kButtons[] = {
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{0x0001, "Up"}, {0x0002, "Down"}, {0x0004, "Left"}, {0x0008, "Right"}, {0x0010, "Start"},
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{0x0020, "Back"}, {0x0040, "LS"}, {0x0080, "RS"}, {0x0100, "LB"}, {0x0200, "RB"},
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{0x1000, "A"}, {0x2000, "B"}, {0x4000, "X"}, {0x8000, "Y"},
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};
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void draw_pad(int index, const PadInfo& pad, bool debug_details)
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{
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ImGui::PushID(index);
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if (!pad.connected)
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{
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ImGui::TextDisabled("Slot %d: disconnected", index);
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ImGui::PopID();
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return;
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}
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ImGui::TextColored(kGreen, "Slot %d [%s]", index, pad.source.c_str());
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bool first = true;
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ImGui::TextUnformatted("Buttons: ");
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for (const ButtonBit& b : kButtons)
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{
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if ((pad.state.buttons & b.mask) != 0)
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{
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ImGui::SameLine();
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ImGui::TextColored(kGreen, "%s%s", first ? "" : ", ", b.label);
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first = false;
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}
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}
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if (first)
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{
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ImGui::SameLine();
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ImGui::TextDisabled("(none)");
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}
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if (debug_details)
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{
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ImGui::Text("LT %3u RT %3u", pad.state.left_trigger, pad.state.right_trigger);
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ImGui::Text("L (%6d, %6d) R (%6d, %6d)", pad.state.thumb_lx, pad.state.thumb_ly,
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pad.state.thumb_rx, pad.state.thumb_ry);
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}
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ImGui::Separator();
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ImGui::PopID();
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}
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} // namespace
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void ControllersPanel::draw(const InputSource& input, const HookStatusView& status, bool debug_details)
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{
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apply_panel_layout(Panel::Controllers);
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ImGui::Begin("Controllers");
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ImGui::Text("Input backend: %s", input.name());
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ImGui::TextDisabled("This window is what Remote Play Together captures.");
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ImGui::TextDisabled("F1: hide overlay (clean mirror) Esc: quit");
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#ifdef COOP_WITH_STEAM
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ImGui::Checkbox("Use Steam Input (experimental)", &steam_requested_);
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if (steam_requested_)
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{
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ImGui::SameLine();
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ImGui::TextColored(steam_active_ ? kGreen : kGrey, steam_active_ ? "(active)" : "(starting...)");
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ImGui::TextDisabled("Needs a controller bound to Steam Input for this app; otherwise");
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ImGui::TextDisabled("XInput is hidden and no input arrives. Leave off for plain XInput.");
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}
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if (steam_note_[0] != '\0')
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{
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ImGui::TextColored(kGrey, "%s", steam_note_);
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}
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#endif
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// Synthetic test input (debug aid): drives the game with a non-human pattern so
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// forwarding can be proven without a real controller. Only meaningful once the
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// XInput hook is attached.
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if (debug_details)
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{
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ImGui::BeginDisabled(!status.attached);
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ImGui::Checkbox("Forward synthetic test input", &test_input_);
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ImGui::EndDisabled();
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if (test_input_)
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{
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ImGui::SameLine();
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ImGui::TextDisabled("(ignores your controller)");
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}
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}
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// --- Guest pads the host receives from RPT -----------------------------
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ImGui::SeparatorText("Incoming (host receives)");
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const auto& pads = input.pads();
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for (int i = 0; i < static_cast<int>(pads.size()); ++i)
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{
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draw_pad(i, pads[i], debug_details);
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}
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// --- What the injected game reads back via the XInput hook --------------
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ImGui::SeparatorText("Game polling (hook reports)");
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if (!status.attached)
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{
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ImGui::TextDisabled("Not injected (no XInput hook).");
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ImGui::End();
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return;
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}
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// Convert the cumulative per-slot counters into rates every half second.
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const double now = ImGui::GetTime();
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if (now - last_sample_time_ >= 0.5)
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{
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const double dt = now - last_sample_time_;
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for (int i = 0; i < static_cast<int>(kMaxPads); ++i)
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{
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const unsigned long long delta =
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status.get_state[i] >= last_state_count_[i] ? status.get_state[i] - last_state_count_[i] : 0;
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state_rate_[i] = dt > 0.0 ? static_cast<double>(delta) / dt : 0.0;
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last_state_count_[i] = status.get_state[i];
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}
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last_sample_time_ = now;
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}
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double total_rate = 0.0;
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for (int i = 0; i < static_cast<int>(kMaxPads); ++i)
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{
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total_rate += state_rate_[i];
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}
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if (total_rate > 0.0)
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{
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ImGui::TextColored(kGreen, "Game reading controller: %.0f polls/s", total_rate);
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}
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else
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{
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ImGui::TextColored(kGrey, "Game reading controller: idle");
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}
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if (debug_details &&
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ImGui::BeginTable("slots", 4, ImGuiTableFlags_Borders | ImGuiTableFlags_SizingStretchProp))
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{
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ImGui::TableSetupColumn("Slot");
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ImGui::TableSetupColumn("GetState/s");
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ImGui::TableSetupColumn("GetState total");
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ImGui::TableSetupColumn("GetCaps total");
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ImGui::TableHeadersRow();
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for (int i = 0; i < static_cast<int>(kMaxPads); ++i)
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{
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ImGui::TableNextRow();
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ImGui::TableNextColumn();
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ImGui::Text("%d", i);
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ImGui::TableNextColumn();
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if (state_rate_[i] > 0.0)
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{
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ImGui::TextColored(kGreen, "%.0f", state_rate_[i]);
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}
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else
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{
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ImGui::TextDisabled("0");
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}
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ImGui::TableNextColumn();
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ImGui::Text("%llu", static_cast<unsigned long long>(status.get_state[i]));
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ImGui::TableNextColumn();
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ImGui::Text("%llu", static_cast<unsigned long long>(status.get_caps[i]));
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}
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ImGui::EndTable();
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}
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// Round-trip view: what we forwarded (the active backend's pad, tagged per slot in
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// the Incoming section above) vs what the game actually read back through the hook.
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// A mismatch isolates a tool->game forwarding problem from an input->tool one.
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if (debug_details)
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{
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ImGui::SeparatorText("Round-trip (forwarded vs game read)");
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if (ImGui::BeginTable("roundtrip", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_SizingStretchProp))
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{
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ImGui::TableSetupColumn("Slot");
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ImGui::TableSetupColumn("Forwarded btn / LX,LY");
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ImGui::TableSetupColumn("Game read btn / LX,LY");
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ImGui::TableHeadersRow();
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const auto& fwd = input.pads();
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for (int i = 0; i < static_cast<int>(kMaxPads); ++i)
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{
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const CoopPadState& f = fwd[i].state;
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const CoopPadState& r = status.read_state[i];
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ImGui::TableNextRow();
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ImGui::TableNextColumn();
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ImGui::Text("%d", i);
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ImGui::TableNextColumn();
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ImGui::Text("0x%04X %d,%d", f.buttons, f.thumb_lx, f.thumb_ly);
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ImGui::TableNextColumn();
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const bool match = f.buttons == r.buttons && f.thumb_lx == r.thumb_lx && f.thumb_ly == r.thumb_ly;
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ImGui::TextColored(match ? kGreen : kGrey, "0x%04X %d,%d", r.buttons, r.thumb_lx, r.thumb_ly);
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}
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ImGui::EndTable();
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}
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ImGui::TextDisabled("Slot tags in 'Incoming' above show which backend (XInput / Steam) fed each slot.");
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}
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ImGui::End();
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}
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} // namespace coop
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