- on-screen button & on-screen controller resize test
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@@ -200,7 +200,7 @@ static NSMutableDictionary *onScreenButtonViewsDict;
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- (bool) updateSelectedProfile:(NSMutableArray *) oscButtonLayers {
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NSMutableArray* buttonStatesEncoded = [self convertOnscreenButtonsToButtonStates:oscButtonLayers];
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NSMutableArray* buttonStatesEncoded = [self convertOnScreenControllerAndButtonsToButtonStates:oscButtonLayers];
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if([self getIndexOfSelectedProfile]==0) return false;
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OSCProfile *newProfile = [[OSCProfile alloc] initWithName:[self getSelectedProfile].name
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buttonStates:buttonStatesEncoded isSelected:YES]; // create a new 'OSCProfile'. Set the array of encoded button states created above to the 'buttonStates' property of the new profile, along with a 'name'. Set 'isSelected' argument to YES which will set this saved profile as the one that will show up in the game stream view
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@@ -217,7 +217,7 @@ static NSMutableDictionary *onScreenButtonViewsDict;
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- (void) saveProfileWithName:(NSString*)name andButtonLayers:(NSMutableArray *)oscButtonLayers {
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NSMutableArray* buttonStatesEncoded = [self convertOnscreenButtonsToButtonStates:oscButtonLayers];
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NSMutableArray* buttonStatesEncoded = [self convertOnScreenControllerAndButtonsToButtonStates:oscButtonLayers];
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OSCProfile *newProfile = [[OSCProfile alloc] initWithName:name
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buttonStates:buttonStatesEncoded isSelected:YES]; // create a new 'OSCProfile'. Set the array of encoded button states created above to the 'buttonStates' property of the new profile, along with a 'name'. Set 'isSelected' argument to YES which will set this saved profile as the one that will show up in the game stream view
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/* set all saved OSCProfiles 'isSelected' property to NO since the new profile you're adding will be set as the selected profile */
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@@ -243,7 +243,7 @@ static NSMutableDictionary *onScreenButtonViewsDict;
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}
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- (NSMutableArray* ) convertOnscreenButtonsToButtonStates:(NSMutableArray *) oscButtonLayers {
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- (NSMutableArray* ) convertOnScreenControllerAndButtonsToButtonStates:(NSMutableArray *) oscButtonLayers {
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/* iterate through each OSC button the user sees on screen, create an 'OnScreenButtonState' object from each button, encode each object, and then add each object to an array */
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/*
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NSSet *validPositionButtonNames = [NSSet setWithObjects:
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@@ -262,6 +262,8 @@ static NSMutableDictionary *onScreenButtonViewsDict;
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@"startButton",
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nil]; */
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NSMutableArray *buttonStatesEncoded = [[NSMutableArray alloc] init];
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// save on-screen game controller buttons & sticks as buttonstate:
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for (CALayer *oscButtonLayer in oscButtonLayers) {
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OnScreenButtonState *buttonState = [[OnScreenButtonState alloc] initWithButtonName:oscButtonLayer.name buttonType:GameControllerButton andPosition:oscButtonLayer.position];
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@@ -271,12 +273,14 @@ static NSMutableDictionary *onScreenButtonViewsDict;
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[buttonStatesEncoded addObject: buttonStateEncoded];
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}
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// save keyboard button as buttonstate, this is for the new onscreen keyboard buttons:
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// save on-screen button views (keyboard & mouse command) as buttonstate:
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[onScreenButtonViewsDict enumerateKeysAndObjectsUsingBlock:^(id key, id value, BOOL *stop) { // this dict is passed from the layout tool VC, as a static obj in this class.
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OnScreenButtonView *buttonView = value;
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OnScreenButtonState *buttonState = [[OnScreenButtonState alloc] initWithButtonName:buttonView.keyString buttonType:KeyboardOrMouseButton andPosition:buttonView.frame.origin];
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buttonState.alias = buttonView.keyLabel;
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buttonState.timestamp = buttonView.timestamp;
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buttonState.widthFactor = buttonView.widthFactor;
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buttonState.heightFactor = buttonView.heightFactor;
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NSData *buttonStateEncoded = [NSKeyedArchiver archivedDataWithRootObject:buttonState requiringSecureCoding:YES error:nil];
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[buttonStatesEncoded addObject: buttonStateEncoded];
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}];
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