Format more engine code
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@@ -11,7 +11,7 @@
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/// </summary>
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API_STRUCT() struct FLAXENGINE_API GamepadVibrationState
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{
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DECLARE_SCRIPTING_TYPE_MINIMAL(GamepadVibrationState);
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DECLARE_SCRIPTING_TYPE_MINIMAL(GamepadVibrationState);
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/// <summary>
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/// The left large motor vibration.
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@@ -74,9 +74,8 @@ struct FLAXENGINE_API GamepadLayout
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/// </summary>
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API_CLASS(NoSpawn, Sealed) class FLAXENGINE_API Gamepad : public InputDevice
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{
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DECLARE_SCRIPTING_TYPE_NO_SPAWN(Gamepad);
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DECLARE_SCRIPTING_TYPE_NO_SPAWN(Gamepad);
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public:
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/// <summary>
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/// The universal gamepad state description. All hardware gamepad device handlers should map input to match this structure.
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/// Later on, each gamepad may use individual layout for a game.
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@@ -103,7 +102,6 @@ public:
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};
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protected:
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Guid _productId;
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State _state;
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State _mappedState;
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@@ -112,14 +110,12 @@ protected:
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explicit Gamepad(const Guid& productId, const String& name);
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public:
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/// <summary>
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/// The gamepad layout.
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/// </summary>
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GamepadLayout Layout;
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public:
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/// <summary>
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/// Gets the gamepad device type identifier.
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/// </summary>
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@@ -179,7 +175,6 @@ public:
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}
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public:
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/// <summary>
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/// Sets the state of the gamepad vibration. Ignored if controller does not support this.
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/// </summary>
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@@ -204,7 +199,6 @@ public:
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}
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public:
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// [InputDevice]
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void ResetState() override;
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bool Update(EventQueue& queue) final override;
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