Compare commits
| Author | SHA1 | Date | |
|---|---|---|---|
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6a82a602a1 |
@@ -317,20 +317,16 @@ internal object ConsoleJson {
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j.put("invert_scroll", s.invertScroll)
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j.put("pad_haptics", s.padHaptics)
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j.put("pad_speaker", if (s.padSpeaker) "pad" else "off")
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// Android-only rows ride `Settings::extra`, which is `#[serde(flatten)]` — so they are
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// TOP-LEVEL keys of this document, not a nested `extra` object. Nesting them put the
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// whole object into the map under the literal key "extra", where no console row could
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// read it and every value the console wrote came straight back as the one we had sent.
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j.put("android.low_latency", s.lowLatencyMode)
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j.put("android.rumble_on_phone", s.rumbleOnPhone)
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j.put("android.gyro_on_phone", s.gyroOnPhone)
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j.put("android.sc2_capture", s.sc2Capture)
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j.put("android.ds_capture", s.dsCapture)
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j.put("android.gamepad_ui_mode", s.gamepadUiMode)
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j.put("android.gamepad_ui_enabled", s.gamepadUiEnabled)
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// A store written by the nesting build carries the stale wrapper; drop it rather than
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// round-trip a copy of these keys that nothing reads for the life of the install.
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j.remove("extra")
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// Android-only rows ride `extra` (WP5 gives them RowIds); nothing on the desktop reads them.
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val extra = j.optJSONObject("extra") ?: JSONObject()
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extra.put("android.low_latency", s.lowLatencyMode)
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extra.put("android.rumble_on_phone", s.rumbleOnPhone)
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extra.put("android.gyro_on_phone", s.gyroOnPhone)
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extra.put("android.sc2_capture", s.sc2Capture)
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extra.put("android.ds_capture", s.dsCapture)
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extra.put("android.gamepad_ui_mode", s.gamepadUiMode)
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extra.put("android.gamepad_ui_enabled", s.gamepadUiEnabled)
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j.put("extra", extra)
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return j
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}
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@@ -340,8 +336,7 @@ internal object ConsoleJson {
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*/
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fun applySettings(s: Settings, j: JSONObject): Settings {
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fun str(k: String, cur: String) = j.optString(k, cur).ifEmpty { cur }
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// The `android.*` keys are TOP-LEVEL here, not nested: `Settings::extra` is
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// `#[serde(flatten)]`, so the console writes them beside `width` and `codec`.
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val extra = j.optJSONObject("extra") ?: JSONObject()
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return s.copy(
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width = j.optInt("width", s.width),
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height = j.optInt("height", s.height),
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@@ -378,14 +373,14 @@ internal object ConsoleJson {
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"off" -> false
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else -> s.padSpeaker
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},
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lowLatencyMode = j.optBoolean("android.low_latency", s.lowLatencyMode),
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rumbleOnPhone = j.optBoolean("android.rumble_on_phone", s.rumbleOnPhone),
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gyroOnPhone = j.optBoolean("android.gyro_on_phone", s.gyroOnPhone),
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sc2Capture = j.optBoolean("android.sc2_capture", s.sc2Capture),
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dsCapture = j.optBoolean("android.ds_capture", s.dsCapture),
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gamepadUiMode = j.optString("android.gamepad_ui_mode", s.gamepadUiMode)
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lowLatencyMode = extra.optBoolean("android.low_latency", s.lowLatencyMode),
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rumbleOnPhone = extra.optBoolean("android.rumble_on_phone", s.rumbleOnPhone),
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gyroOnPhone = extra.optBoolean("android.gyro_on_phone", s.gyroOnPhone),
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sc2Capture = extra.optBoolean("android.sc2_capture", s.sc2Capture),
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dsCapture = extra.optBoolean("android.ds_capture", s.dsCapture),
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gamepadUiMode = extra.optString("android.gamepad_ui_mode", s.gamepadUiMode)
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.ifEmpty { s.gamepadUiMode },
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gamepadUiEnabled = j.optBoolean("android.gamepad_ui_enabled", s.gamepadUiEnabled),
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gamepadUiEnabled = extra.optBoolean("android.gamepad_ui_enabled", s.gamepadUiEnabled),
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)
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}
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}
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@@ -1,73 +0,0 @@
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package io.unom.punktfunk
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import io.unom.punktfunk.console.ConsoleJson
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import org.json.JSONObject
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import org.junit.Assert.assertEquals
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import org.junit.Assert.assertFalse
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import org.junit.Assert.assertTrue
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import org.junit.Test
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/**
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* The Android-only console settings ride `trust::Settings::extra`, which is `#[serde(flatten)]`:
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* they are TOP-LEVEL keys of the settings document, beside `width` and `codec`.
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*
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* They were written and read nested under an `"extra"` object instead. Serde put that whole
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* object into the map under the literal key `"extra"`, so no console row ever found
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* `android.gamepad_ui_enabled` — and the value the console saved came back to Kotlin as the one
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* Kotlin had just sent. On glass that was a "Controller-optimized UI" switch you could turn off
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* with nothing happening: the console stayed up, because the setting never moved.
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*/
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class ConsoleSettingsExtraTest {
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@Test
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fun androidKeysAreWrittenFlat() {
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val j = ConsoleJson.settings(Settings(gamepadUiEnabled = false, lowLatencyMode = false), null)
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assertTrue("the console reads this key at the top level", j.has("android.gamepad_ui_enabled"))
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assertFalse(j.getBoolean("android.gamepad_ui_enabled"))
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assertFalse(j.getBoolean("android.low_latency"))
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assertFalse("a nested wrapper is what serde swallows whole", j.has("extra"))
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}
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/** A store written by the nesting build must not keep echoing its dead wrapper. */
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@Test
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fun aStaleNestedWrapperIsDropped() {
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val base = JSONObject().put(
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"extra",
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JSONObject().put("android.gamepad_ui_enabled", true),
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)
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assertFalse(ConsoleJson.settings(Settings(gamepadUiEnabled = false), base).has("extra"))
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}
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@Test
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fun theConsolesOwnSaveIsReadBack() {
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val saved = JSONObject()
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.put("android.gamepad_ui_enabled", false)
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.put("android.gamepad_ui_mode", GAMEPAD_UI_ALWAYS)
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.put("android.ds_capture", false)
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val next = ConsoleJson.applySettings(Settings(), saved)
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assertFalse("turning the console off must reach the store", next.gamepadUiEnabled)
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assertEquals(GAMEPAD_UI_ALWAYS, next.gamepadUiMode)
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assertFalse(next.dsCapture)
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}
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/** Both halves against each other — the shape only holds if they agree. */
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@Test
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fun theRoundTripKeepsEveryAndroidRow() {
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val want = Settings(
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gamepadUiEnabled = false,
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gamepadUiMode = GAMEPAD_UI_ALWAYS,
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lowLatencyMode = false,
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rumbleOnPhone = true,
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gyroOnPhone = true,
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sc2Capture = false,
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dsCapture = false,
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)
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val got = ConsoleJson.applySettings(Settings(), ConsoleJson.settings(want, null))
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assertEquals(want.gamepadUiEnabled, got.gamepadUiEnabled)
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assertEquals(want.gamepadUiMode, got.gamepadUiMode)
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assertEquals(want.lowLatencyMode, got.lowLatencyMode)
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assertEquals(want.rumbleOnPhone, got.rumbleOnPhone)
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assertEquals(want.gyroOnPhone, got.gyroOnPhone)
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assertEquals(want.sc2Capture, got.sc2Capture)
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assertEquals(want.dsCapture, got.dsCapture)
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}
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}
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@@ -366,15 +366,26 @@ object Gamepad {
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// is immune to the layout file — the same reason [Keymap.toVk] reads `scanCode` for keyboards.
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// Two things keep it from breaking a pad that already works:
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//
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// 1. The correction is applied ONLY when the delivered keycode is what `Generic.kl` would
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// have said ([genericKeyCode]). A different keycode means a device-specific layout IS in
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// force and already knows this pad better than we do, so we leave it alone.
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// 2. Which report order to read is decided from what the DEVICE declares, never a model
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// table: a pad numbering straight through claims BUTTON_C and BUTTON_Z ([PadButtons]),
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// keycodes no real controller has a button for.
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// 1. Nothing is corrected on a pad that names its triggers ([padButtons]). A descriptor
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// well-formed enough to call them Accelerator/Brake puts its buttons at the standard
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// positions too, and that is the fact — not the model — that separates the two firmwares
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// of the SAME Xbox pad, only the older of which needs any of this.
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// 2. Past that gate the correction still applies ONLY where the delivered keycode is what
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// `Generic.kl` would have said ([genericKeyCode]). A different keycode means a
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// device-specific layout IS in force and knows this pad better than we do.
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//
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// Moonlight carries the same two tables (`ControllerHandler`'s `isNonStandardDualShock4` /
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// `isNonStandardXboxBtController`), which is why both pads work there on the same box.
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// Moonlight carries the same two tables AND the same gate (`ControllerHandler`'s
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// `isNonStandardDualShock4` / `isNonStandardXboxBtController`, the latter on `gasRange == null`),
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// which is why both pads work there on the same box.
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//
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// The first cut of this asked `hasKeys(BUTTON_C, BUTTON_Z)` on its own, on the reasoning that a
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// pad numbering straight through reaches keycodes no controller has a button for. It does — but
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// so does every pad that merely DECLARES six buttons, because `hid-input` allocates `BTN_A + n`
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// straight through for the whole descriptor whether or not the pad ever presses them. That fired
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// the correction on pads Android was already reading correctly (2026-08-21: an Xbox pad
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// answering X with Y, Y with LB, and both shoulders with a menu button), and it could not have
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// done otherwise: the signal is identical on the firmware that needs correcting and the one that
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// does not. Declaration is not report order. Only the axes tell them apart.
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/** [MotionEvent] axis id meaning "this pad has no such axis" — see [PadMap]. */
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const val AXIS_NONE = -1
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@@ -526,22 +537,42 @@ object Gamepad {
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private val padMaps = ConcurrentHashMap<String, PadMap>()
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/**
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* Which report order [dev]'s buttons follow, asked of the device rather than a model table.
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* Which report order [dev]'s buttons follow — [namedTriggers] is whether the pad reports its
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* triggers under a name Android knows (see [padMap]), and [declaresCZ] whether it declares
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* BUTTON_C and BUTTON_Z.
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*
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* A pad numbering its HID buttons straight through reaches BUTTON_C and BUTTON_Z, keycodes
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* that exist only as `Generic.kl` positions — no controller has a physical C or Z button, and
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* a pad with a kernel driver behind it emits the modern Linux gamepad codes, which skip both.
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* Declaring the pair is therefore the signature of a pad Android is guessing at.
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* `namedTriggers` decides it, and a pad that has them is [PadButtons.NATIVE] whatever else it
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* says. A HID gamepad describes its triggers either as the Accelerator/Brake usages, which
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* become `ABS_GAS`/`ABS_BRAKE` and axis names Android has words for, or as two more generic
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* axes on `ABS_Z`/`ABS_RZ`, which it does not — and a report descriptor well-formed enough to
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* name its triggers puts its buttons at the standard positions too, the ones `Generic.kl`
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* already reads correctly. It is the same fact Moonlight decides this on (`gasRange == null`
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* beside the `"Xbox Wireless Controller"` name), and it is the one that separates the two
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* firmwares of the SAME pad: an Xbox Wireless Controller over Bluetooth reports GAS/BRAKE
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* after its firmware update and Z/Rz before it, and only the older one needs correcting.
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*
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* `declaresCZ` cannot make that call and must never be asked to. `hasKeys` answers for what a
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* device DECLARES, not what it reports: `hid-input` allocates `BTN_A + n` straight through for
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* every button in the descriptor, so BTN_C (`0x132`) and BTN_Z (`0x135`) are set on any pad
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* declaring six or more — a standard-layout pad that never presses either included. Read alone
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* it fired the correction on pads whose buttons were already right, which is how an Xbox pad
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* came to answer X with Y and Y with LB (field reports, 2026-08-21). It stays as the narrower
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* question it can answer — WHICH straight-through order, once `namedTriggers` has established
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* there is one — where a false positive costs nothing.
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*/
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fun padButtons(dev: InputDevice): PadButtons {
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fun padButtons(dev: InputDevice, namedTriggers: Boolean): PadButtons {
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val has = dev.hasKeys(KeyEvent.KEYCODE_BUTTON_C, KeyEvent.KEYCODE_BUTTON_Z, 0)
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val straightThrough = has[0] && has[1]
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return when {
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straightThrough && dev.vendorId == VID_SONY -> PadButtons.GENERIC_SONY
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straightThrough -> PadButtons.GENERIC_XBOX
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dev.vendorId == VID_SONY -> PadButtons.SONY_MODERN
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else -> PadButtons.NATIVE
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}
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return padButtons(namedTriggers, dev.vendorId == VID_SONY, declaresCZ = has[0] && has[1])
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}
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/** [padButtons]'s choice over plain facts — the seam its truth table is tested at (an
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* [InputDevice] cannot be built off a device). */
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fun padButtons(namedTriggers: Boolean, sony: Boolean, declaresCZ: Boolean): PadButtons = when {
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namedTriggers -> PadButtons.NATIVE
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declaresCZ && sony -> PadButtons.GENERIC_SONY
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declaresCZ -> PadButtons.GENERIC_XBOX
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sony -> PadButtons.SONY_MODERN
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else -> PadButtons.NATIVE
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}
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/**
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@@ -566,11 +597,11 @@ object Gamepad {
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fun padMap(dev: InputDevice?): PadMap {
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if (dev == null) return NATIVE_MAP
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padMaps[dev.descriptor]?.let { return it }
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val buttons = padButtons(dev)
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fun has(a: Int) = axis(dev, a) != null
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val named = (has(MotionEvent.AXIS_LTRIGGER) && has(MotionEvent.AXIS_RTRIGGER)) ||
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(has(MotionEvent.AXIS_BRAKE) && has(MotionEvent.AXIS_GAS)) ||
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(has(MotionEvent.AXIS_BRAKE) && has(MotionEvent.AXIS_THROTTLE))
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val buttons = padButtons(dev, namedTriggers = named)
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val rx = axis(dev, MotionEvent.AXIS_RX)
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val hasRxRy = rx != null && has(MotionEvent.AXIS_RY)
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// Whichever pair the fallback is about to pick, ask THAT one where it rests.
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@@ -200,4 +200,55 @@ class PadButtonsTest {
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assertEquals(generic, Gamepad.PadButtons.NATIVE.correct(scan, generic))
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}
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}
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/**
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* The regression that made this gate necessary (field reports, 2026-08-21): an Xbox Wireless
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* Controller and a GameSir G8+, both with their buttons at the standard positions and both
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* corrected anyway, because `hasKeys` says BUTTON_C and BUTTON_Z for any pad that DECLARES six
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* buttons — `hid-input` allocates the whole descriptor `BTN_A + n` straight through whether the
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* pad ever presses them or not. Naming the triggers is what tells the two apart.
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*/
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@Test
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fun `a pad that names its triggers is never corrected, whatever it declares`() {
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for (sony in listOf(false, true)) {
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for (declaresCZ in listOf(false, true)) {
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assertEquals(
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Gamepad.PadButtons.NATIVE,
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Gamepad.padButtons(namedTriggers = true, sony = sony, declaresCZ = declaresCZ),
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)
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}
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}
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}
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/**
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* The four buttons the field reports named, on a pad whose report order is already standard:
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* X answering Y, Y answering LB, and both shoulders answering a menu button. NATIVE is what
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* keeps them themselves — the correction tables are right for the pads they are for, and this
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* is about not reaching one of them.
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*/
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@Test
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fun `an Xbox pad at the standard positions keeps X, Y and its shoulders`() {
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val native = Gamepad.PadButtons.NATIVE
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assertEquals(KeyEvent.KEYCODE_BUTTON_X, native.correct(0x133, KeyEvent.KEYCODE_BUTTON_X))
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assertEquals(KeyEvent.KEYCODE_BUTTON_Y, native.correct(0x134, KeyEvent.KEYCODE_BUTTON_Y))
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assertEquals(KeyEvent.KEYCODE_BUTTON_L1, native.correct(0x136, KeyEvent.KEYCODE_BUTTON_L1))
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assertEquals(KeyEvent.KEYCODE_BUTTON_R1, native.correct(0x137, KeyEvent.KEYCODE_BUTTON_R1))
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// What the old heuristic did to each of them, kept here so the difference stays visible.
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val wrong = Gamepad.PadButtons.GENERIC_XBOX
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assertEquals(KeyEvent.KEYCODE_BUTTON_Y, wrong.correct(0x133, KeyEvent.KEYCODE_BUTTON_X))
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assertEquals(KeyEvent.KEYCODE_BUTTON_L1, wrong.correct(0x134, KeyEvent.KEYCODE_BUTTON_Y))
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assertEquals(KeyEvent.KEYCODE_BUTTON_SELECT, wrong.correct(0x136, KeyEvent.KEYCODE_BUTTON_L1))
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assertEquals(KeyEvent.KEYCODE_BUTTON_START, wrong.correct(0x137, KeyEvent.KEYCODE_BUTTON_R1))
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}
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/** Past the gate, which straight-through order to read is still the question it always was. */
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@Test
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fun `an unnamed-trigger pad still resolves its report order`() {
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fun order(sony: Boolean, declaresCZ: Boolean) =
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Gamepad.padButtons(namedTriggers = false, sony = sony, declaresCZ = declaresCZ)
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assertEquals(Gamepad.PadButtons.GENERIC_SONY, order(sony = true, declaresCZ = true))
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assertEquals(Gamepad.PadButtons.GENERIC_XBOX, order(sony = false, declaresCZ = true))
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assertEquals(Gamepad.PadButtons.SONY_MODERN, order(sony = true, declaresCZ = false))
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assertEquals(Gamepad.PadButtons.NATIVE, order(sony = false, declaresCZ = false))
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}
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}
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@@ -396,16 +396,9 @@ pub(crate) fn panel_highlight(canvas: &Canvas, rect: Rect, corner: f32, k: f32)
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),
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None,
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));
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// Concentric, the same rule the halo states: pulled in by half a unit, so the radius
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// comes in by half a unit too or the lit edge crosses the panel's own corner arc.
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let r = ((corner - 0.5) * k).max(0.0);
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canvas.draw_rrect(RRect::new_rect_xy(inset, r, r), &p);
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canvas.draw_rrect(RRect::new_rect_xy(inset, corner * k, corner * k), &p);
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}
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/// How far [`focus_halo`] is grown past the card on every side, in design units. Both the
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/// rect AND the corner radius take it — see the draw there.
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const HALO_OUTSET: f32 = 4.0;
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/// An accent-tinted glow under the focused card — the palette-aware mark that says "this
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/// one" from across a room, where a 2 % scale difference says nothing at all. Drawn behind
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/// [`drop_shadow`], and only ever for the ONE focused tile, so it costs a single extra
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@@ -446,13 +439,8 @@ pub(crate) fn focus_halo(canvas: &Canvas, rect: Rect, corner: f32, k: f32, f: f3
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// it overran the coverflow's 58 dp focused-to-neighbour gap, and since the strip paints
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// farthest-first the focused card's corona landed on top of its neighbours — which is
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// what made every card look like it was glowing.
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let spread = rect.with_outset((HALO_OUTSET * k, HALO_OUTSET * k));
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// Concentric: a shape grown by `d` on every side keeps its corners parallel to the
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// original's only if its radius grows by `d` too (the two arcs then share a centre).
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// Reusing the card's own radius left the halo squarer than the card it sits under, so
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// it read as a misaligned outline at the four corners and a clean glow along the edges.
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let r = (corner + HALO_OUTSET) * k;
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canvas.draw_rrect(RRect::new_rect_xy(spread, r, r), &p);
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let spread = rect.with_outset((4.0 * k, 4.0 * k));
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canvas.draw_rrect(RRect::new_rect_xy(spread, corner * k, corner * k), &p);
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}
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pub(crate) fn drop_shadow(canvas: &Canvas, rect: Rect, corner: f32, k: f32, alpha: f32) {
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|
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Reference in New Issue
Block a user