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https://github.com/citra-emu/citra.git
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Xbox Gamepad support (keyboard emulation)
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parent
a9845148bf
commit
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@ -17,6 +17,10 @@
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#include "video_core/debug_utils/debug_utils.h"
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#include "video_core/debug_utils/debug_utils.h"
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#include "video_core/video_core.h"
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#include "video_core/video_core.h"
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// Required for SDL gamepad support
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#include <SDL.h>
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#include <SDL_events.h>
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EmuThread::EmuThread(GRenderWindow* render_window)
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EmuThread::EmuThread(GRenderWindow* render_window)
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: exec_step(false), running(false), stop_run(false), render_window(render_window) {}
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: exec_step(false), running(false), stop_run(false), render_window(render_window) {}
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@ -105,6 +109,14 @@ GRenderWindow::GRenderWindow(QWidget* parent, EmuThread* emu_thread)
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Common::StringFromFormat("Citra | %s-%s", Common::g_scm_branch, Common::g_scm_desc);
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Common::StringFromFormat("Citra | %s-%s", Common::g_scm_branch, Common::g_scm_desc);
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setWindowTitle(QString::fromStdString(window_title));
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setWindowTitle(QString::fromStdString(window_title));
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if (SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC) < 0) {
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LOG_CRITICAL(Frontend, "Failed to initialize SDL2 gamepad! Exiting...");
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exit(1);
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}
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GamepadSetMappings();
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keyboard_id = KeyMap::NewDeviceId();
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keyboard_id = KeyMap::NewDeviceId();
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ReloadSetKeymaps();
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ReloadSetKeymaps();
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}
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}
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@ -141,7 +153,53 @@ void GRenderWindow::DoneCurrent() {
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child->doneCurrent();
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child->doneCurrent();
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}
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}
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void GRenderWindow::PollEvents() {}
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void GRenderWindow::PollEvents() {
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// Poll for gamepad controller button events and axis motion, maybe this should be changed into 2 calls to SDL_AddEventWatch?
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// Might be more congruent with the rest of the code (i.e., only having one SDL event loop)
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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switch (event.type) {
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case SDL_CONTROLLERBUTTONUP:
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case SDL_CONTROLLERBUTTONDOWN:
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gamepadButtonEvent(&event.cbutton);
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break;
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case SDL_CONTROLLERAXISMOTION:
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gamepadAxisEvent(&event.caxis);
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break;
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}
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}
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}
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void GRenderWindow::GamepadSetMappings() {
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SDL_GameControllerAddMapping("78696e70757401000000000000000000, XInput Controller, a:b0, b : b1, back : b6, dpdown : h0.4, dpleft : h0.8, dpright : h0.2, dpup : h0.1, guide : b10, leftshoulder : b4, leftstick : b8, lefttrigger : a2, leftx : a0, lefty : a1, rightshoulder : b5, rightstick : b9, righttrigger : a5, rightx : a3, righty : a4, start : b7, x : b2, y : b3, ");
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gamepad_controllers = std::vector<SDL_GameController*>();
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gamepad_mappings = std::vector<std::tuple<SDL_GameControllerButton, int>>();
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gamepad_mappings.push_back(std::tuple<SDL_GameControllerButton, int>(SDL_CONTROLLER_BUTTON_A, 65));
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gamepad_mappings.push_back(std::tuple<SDL_GameControllerButton, int>(SDL_CONTROLLER_BUTTON_B, 83));
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gamepad_mappings.push_back(std::tuple<SDL_GameControllerButton, int>(SDL_CONTROLLER_BUTTON_X, 90));
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gamepad_mappings.push_back(std::tuple<SDL_GameControllerButton, int>(SDL_CONTROLLER_BUTTON_Y, 88));
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gamepad_mappings.push_back(std::tuple<SDL_GameControllerButton, int>(SDL_CONTROLLER_BUTTON_START, 77));
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gamepad_mappings.push_back(std::tuple<SDL_GameControllerButton, int>(SDL_CONTROLLER_BUTTON_BACK, 78));
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gamepad_mappings.push_back(std::tuple<SDL_GameControllerButton, int>(SDL_CONTROLLER_BUTTON_DPAD_DOWN, 71));
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gamepad_mappings.push_back(std::tuple<SDL_GameControllerButton, int>(SDL_CONTROLLER_BUTTON_DPAD_LEFT, 70));
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gamepad_mappings.push_back(std::tuple<SDL_GameControllerButton, int>(SDL_CONTROLLER_BUTTON_DPAD_RIGHT, 72));
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gamepad_mappings.push_back(std::tuple<SDL_GameControllerButton, int>(SDL_CONTROLLER_BUTTON_DPAD_UP, 84));
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int MaxJoysticks = SDL_NumJoysticks() + 1;
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int ControllerIndex = 0;
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for (int JoystickIndex = 0; JoystickIndex < MaxJoysticks; ++JoystickIndex)
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{
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SDL_GameController* pad = SDL_GameControllerOpen(JoystickIndex);
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SDL_Joystick* stick = SDL_JoystickOpen(JoystickIndex);
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gamepad_controllers.push_back(pad);
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}
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}
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// On Qt 5.0+, this correctly gets the size of the framebuffer (pixels).
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// On Qt 5.0+, this correctly gets the size of the framebuffer (pixels).
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//
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//
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@ -230,6 +288,51 @@ void GRenderWindow::mouseReleaseEvent(QMouseEvent* event) {
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motion_emu->EndTilt();
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motion_emu->EndTilt();
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}
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}
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void GRenderWindow::gamepadButtonEvent(SDL_ControllerButtonEvent* event) {
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auto it = std::find_if(gamepad_mappings.begin(), gamepad_mappings.end(), [event](const std::tuple<SDL_GameControllerButton, int>& e) {return std::get<0>(e) == event->button; });
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if (it != gamepad_mappings.end()) {
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int keycode = std::get<1>(*it);
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if (event->state == SDL_PRESSED) {
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KeyMap::PressKey(*this, { keycode, keyboard_id });
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} else {
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KeyMap::ReleaseKey(*this, { keycode, keyboard_id });
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}
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}
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}
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void GRenderWindow::gamepadAxisEvent(SDL_ControllerAxisEvent* event) {
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if (event->axis == SDL_CONTROLLER_AXIS_LEFTX) {
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if (event->value < -8000) {
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KeyMap::PressKey(*this, { 16777234, keyboard_id });
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} else {
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KeyMap::ReleaseKey(*this, { 16777234, keyboard_id });
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}
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if (event->value > 8000) {
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KeyMap::PressKey(*this, { 16777236, keyboard_id });
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} else {
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KeyMap::ReleaseKey(*this, { 16777236, keyboard_id });
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}
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}
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if (event->axis == SDL_CONTROLLER_AXIS_LEFTY) {
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if (event->value < -8000) {
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KeyMap::PressKey(*this, { 16777235, keyboard_id });
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} else {
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KeyMap::ReleaseKey(*this, { 16777235, keyboard_id });
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}
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if (event->value > 8000) {
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KeyMap::PressKey(*this, { 16777237, keyboard_id });
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} else {
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KeyMap::ReleaseKey(*this, { 16777237, keyboard_id });
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}
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}
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}
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void GRenderWindow::ReloadSetKeymaps() {
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void GRenderWindow::ReloadSetKeymaps() {
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KeyMap::ClearKeyMapping(keyboard_id);
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KeyMap::ClearKeyMapping(keyboard_id);
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for (int i = 0; i < Settings::NativeInput::NUM_INPUTS; ++i) {
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for (int i = 0; i < Settings::NativeInput::NUM_INPUTS; ++i) {
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@ -9,10 +9,12 @@
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#include <mutex>
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#include <mutex>
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#include <QGLWidget>
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#include <QGLWidget>
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#include <QThread>
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#include <QThread>
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#include <SDL_events.h>
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#include "common/thread.h"
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#include "common/thread.h"
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#include "core/frontend/emu_window.h"
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#include "core/frontend/emu_window.h"
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#include "core/frontend/motion_emu.h"
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#include "core/frontend/motion_emu.h"
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class QKeyEvent;
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class QKeyEvent;
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class QScreen;
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class QScreen;
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@ -110,7 +112,6 @@ public:
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void MakeCurrent() override;
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void MakeCurrent() override;
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void DoneCurrent() override;
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void DoneCurrent() override;
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void PollEvents() override;
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void PollEvents() override;
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void BackupGeometry();
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void BackupGeometry();
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void RestoreGeometry();
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void RestoreGeometry();
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void restoreGeometry(const QByteArray& geometry); // overridden
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void restoreGeometry(const QByteArray& geometry); // overridden
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@ -127,8 +128,13 @@ public:
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void mouseMoveEvent(QMouseEvent* event) override;
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void mouseMoveEvent(QMouseEvent* event) override;
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void mouseReleaseEvent(QMouseEvent* event) override;
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void mouseReleaseEvent(QMouseEvent* event) override;
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void gamepadButtonEvent(SDL_ControllerButtonEvent* event);
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void gamepadAxisEvent(SDL_ControllerAxisEvent* event);
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void ReloadSetKeymaps() override;
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void ReloadSetKeymaps() override;
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void GamepadSetMappings();
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void OnClientAreaResized(unsigned width, unsigned height);
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void OnClientAreaResized(unsigned width, unsigned height);
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void InitRenderTarget();
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void InitRenderTarget();
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@ -160,6 +166,12 @@ private:
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/// Motion sensors emulation
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/// Motion sensors emulation
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std::unique_ptr<Motion::MotionEmu> motion_emu;
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std::unique_ptr<Motion::MotionEmu> motion_emu;
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/// Gamepad ID -> Joystick mapping
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std::vector<SDL_GameController*> gamepad_controllers;
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/// Gamepad button -> keyboard maps
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std::vector<std::tuple<SDL_GameControllerButton, int>> gamepad_mappings;
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protected:
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protected:
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void showEvent(QShowEvent* event) override;
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void showEvent(QShowEvent* event) override;
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};
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};
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