Work with SDL as subtree
This commit is contained in:
@@ -5,11 +5,10 @@ set(CMAKE_CXX_STANDARD 17)
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set(CMAKE_CXX_STANDARD_REQUIRED ON)
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find_package(Qt6 REQUIRED COMPONENTS Core Gui Widgets)
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find_package(SDL2 CONFIG REQUIRED)
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if(WIN32)
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if (WIN32)
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add_compile_definitions(NOMINMAX)
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endif()
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endif ()
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include_directories(
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.
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@@ -36,7 +35,7 @@ include_directories(
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../../external/parallel-rdp/parallel-rdp-standalone/vulkan-headers/include
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../../external/parallel-rdp/parallel-rdp-standalone/util
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../../external/unarr
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${SDL2_INCLUDE_DIRS}
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../../external/SDL/include
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)
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option(RAPIDJSON_BUILD_DOC "Build rapidjson documentation." OFF)
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@@ -51,6 +50,8 @@ add_subdirectory(../../external/mio mio)
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add_subdirectory(../backend backend)
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add_subdirectory(../../external/parallel-rdp parallel-rdp)
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add_subdirectory(../../external/unarr unarr)
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add_subdirectory(../../external/SDL SDL)
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set(CMAKE_AUTOMOC ON)
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set(CMAKE_AUTORCC ON)
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@@ -86,13 +87,13 @@ if (HAS_SSE4_1)
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target_compile_options(kaizen-qt PUBLIC -msse3 -msse4.1)
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endif ()
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if(${CMAKE_BUILD_TYPE} MATCHES Debug)
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if (${CMAKE_BUILD_TYPE} MATCHES Debug)
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target_compile_definitions(kaizen-qt PUBLIC VULKAN_DEBUG)
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#target_compile_options(kaizen-qt PUBLIC -fsanitize=address -fsanitize=undefined)
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#target_link_options(kaizen-qt PUBLIC -fsanitize=address -fsanitize=undefined)
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endif()
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endif ()
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target_link_libraries(kaizen-qt PUBLIC Qt6::Core Qt6::Gui Qt6::Widgets discord-rpc fmt mio nlohmann_json parallel-rdp backend)
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target_link_libraries(kaizen-qt PUBLIC SDL3::SDL3 SDL3::SDL3-static Qt6::Core Qt6::Gui Qt6::Widgets discord-rpc fmt mio nlohmann_json parallel-rdp backend)
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target_compile_definitions(kaizen-qt PUBLIC SDL_MAIN_HANDLED)
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file(COPY ../../resources/ DESTINATION ${PROJECT_BINARY_DIR}/resources/)
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@@ -1,5 +1,5 @@
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#include <EmuThread.hpp>
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#include <SDL2/SDL.h>
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#include <SDL3/SDL.h>
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EmuThread::EmuThread(const std::shared_ptr<QtInstanceFactory> &instance_,
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const std::shared_ptr<Vulkan::WSIPlatform> &wsiPlatform_,
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@@ -8,10 +8,10 @@ EmuThread::EmuThread(const std::shared_ptr<QtInstanceFactory> &instance_,
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[[noreturn]] void EmuThread::run() noexcept {
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parallel.Init(instance, wsiPlatform, windowInfo, core.cpu->GetMem().GetRDRAMPtr());
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SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER);
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SDL_InitSubSystem(SDL_INIT_GAMEPAD);
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bool controllerConnected = false;
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if (SDL_GameControllerAddMappingsFromFile("resources/gamecontrollerdb.txt") < 0) {
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if (SDL_AddGamepadMappingsFromFile("resources/gamecontrollerdb.txt") < 0) {
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Util::warn("[SDL] Could not load game controller DB");
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}
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@@ -19,24 +19,24 @@ EmuThread::EmuThread(const std::shared_ptr<QtInstanceFactory> &instance_,
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SDL_Event e;
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while (SDL_PollEvent(&e)) {
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switch (e.type) {
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case SDL_CONTROLLERDEVICEADDED:
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case SDL_EVENT_GAMEPAD_ADDED:
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{
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const int index = e.cdevice.which;
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controller = SDL_GameControllerOpen(index);
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const int index = e.gdevice.which;
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controller = SDL_OpenGamepad(index);
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Util::info("Found controller!");
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auto serial = SDL_GameControllerGetSerial(controller);
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auto name = SDL_GameControllerName(controller);
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auto path = SDL_GameControllerPath(controller);
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auto serial = SDL_GetGamepadSerial(controller);
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auto name = SDL_GetGamepadName(controller);
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auto path = SDL_GetGamepadPath(controller);
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Util::info("\tName: {}", name ? name : "Not available");
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Util::info("\tSerial: {}", serial ? serial : "Not available");
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Util::info("\tPath: {}", path ? path : "Not available");
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controllerConnected = true;
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}
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break;
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case SDL_CONTROLLERDEVICEREMOVED:
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case SDL_EVENT_GAMEPAD_REMOVED:
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{
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controllerConnected = false;
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SDL_GameControllerClose(controller);
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SDL_CloseGamepad(controller);
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}
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break;
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}
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@@ -59,43 +59,34 @@ EmuThread::EmuThread(const std::shared_ptr<QtInstanceFactory> &instance_,
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if (controllerConnected) {
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n64::PIF &pif = core.cpu->GetMem().mmio.si.pif;
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pif.UpdateButton(0, n64::Controller::Key::A, SDL_GameControllerGetButton(controller, SDL_CONTROLLER_BUTTON_A));
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pif.UpdateButton(0, n64::Controller::Key::B, SDL_GameControllerGetButton(controller, SDL_CONTROLLER_BUTTON_X));
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pif.UpdateButton(0, n64::Controller::Key::A, SDL_GetGamepadButton(controller, SDL_GAMEPAD_BUTTON_SOUTH));
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pif.UpdateButton(0, n64::Controller::Key::B, SDL_GetGamepadButton(controller, SDL_GAMEPAD_BUTTON_WEST));
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pif.UpdateButton(0, n64::Controller::Key::Z,
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SDL_GameControllerGetAxis(controller, SDL_CONTROLLER_AXIS_TRIGGERLEFT) == SDL_JOYSTICK_AXIS_MAX);
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pif.UpdateButton(0, n64::Controller::Key::Start,
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SDL_GameControllerGetButton(controller, SDL_CONTROLLER_BUTTON_START));
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pif.UpdateButton(0, n64::Controller::Key::DUp,
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SDL_GameControllerGetButton(controller, SDL_CONTROLLER_BUTTON_DPAD_UP));
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pif.UpdateButton(0, n64::Controller::Key::DDown,
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SDL_GameControllerGetButton(controller, SDL_CONTROLLER_BUTTON_DPAD_DOWN));
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pif.UpdateButton(0, n64::Controller::Key::DLeft,
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SDL_GameControllerGetButton(controller, SDL_CONTROLLER_BUTTON_DPAD_LEFT));
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SDL_GetGamepadAxis(controller, SDL_GAMEPAD_AXIS_LEFT_TRIGGER) == SDL_JOYSTICK_AXIS_MAX);
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pif.UpdateButton(0, n64::Controller::Key::Start, SDL_GetGamepadButton(controller, SDL_GAMEPAD_BUTTON_START));
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pif.UpdateButton(0, n64::Controller::Key::DUp, SDL_GetGamepadButton(controller, SDL_GAMEPAD_BUTTON_DPAD_UP));
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pif.UpdateButton(0, n64::Controller::Key::DDown, SDL_GetGamepadButton(controller, SDL_GAMEPAD_BUTTON_DPAD_DOWN));
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pif.UpdateButton(0, n64::Controller::Key::DLeft, SDL_GetGamepadButton(controller, SDL_GAMEPAD_BUTTON_DPAD_LEFT));
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pif.UpdateButton(0, n64::Controller::Key::DRight,
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SDL_GameControllerGetButton(controller, SDL_CONTROLLER_BUTTON_DPAD_RIGHT));
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pif.UpdateButton(0, n64::Controller::Key::LT,
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SDL_GameControllerGetButton(controller, SDL_CONTROLLER_BUTTON_LEFTSHOULDER));
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SDL_GetGamepadButton(controller, SDL_GAMEPAD_BUTTON_DPAD_RIGHT));
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pif.UpdateButton(0, n64::Controller::Key::LT, SDL_GetGamepadButton(controller, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER));
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pif.UpdateButton(0, n64::Controller::Key::RT,
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SDL_GameControllerGetButton(controller, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER));
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pif.UpdateButton(0, n64::Controller::Key::CUp,
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SDL_GameControllerGetAxis(controller, SDL_CONTROLLER_AXIS_RIGHTY) <= -127);
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pif.UpdateButton(0, n64::Controller::Key::CDown,
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SDL_GameControllerGetAxis(controller, SDL_CONTROLLER_AXIS_RIGHTY) >= 127);
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pif.UpdateButton(0, n64::Controller::Key::CLeft,
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SDL_GameControllerGetAxis(controller, SDL_CONTROLLER_AXIS_RIGHTX) <= -127);
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pif.UpdateButton(0, n64::Controller::Key::CRight,
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SDL_GameControllerGetAxis(controller, SDL_CONTROLLER_AXIS_RIGHTX) >= 127);
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SDL_GetGamepadButton(controller, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER));
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pif.UpdateButton(0, n64::Controller::Key::CUp, SDL_GetGamepadAxis(controller, SDL_GAMEPAD_AXIS_RIGHTY) <= -127);
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pif.UpdateButton(0, n64::Controller::Key::CDown, SDL_GetGamepadAxis(controller, SDL_GAMEPAD_AXIS_RIGHTY) >= 127);
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pif.UpdateButton(0, n64::Controller::Key::CLeft, SDL_GetGamepadAxis(controller, SDL_GAMEPAD_AXIS_RIGHTX) <= -127);
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pif.UpdateButton(0, n64::Controller::Key::CRight, SDL_GetGamepadAxis(controller, SDL_GAMEPAD_AXIS_RIGHTX) >= 127);
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float xclamped = SDL_GameControllerGetAxis(controller, SDL_CONTROLLER_AXIS_LEFTX);
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float xclamped = SDL_GetGamepadAxis(controller, SDL_GAMEPAD_AXIS_LEFTX);
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if (xclamped < 0) {
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xclamped /= float(std::abs(SDL_JOYSTICK_AXIS_MIN));
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xclamped /= float(std::abs(SDL_JOYSTICK_AXIS_MAX));
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} else {
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xclamped /= SDL_JOYSTICK_AXIS_MAX;
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}
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xclamped *= 86;
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float yclamped = SDL_GameControllerGetAxis(controller, SDL_CONTROLLER_AXIS_LEFTY);
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float yclamped = SDL_GetGamepadAxis(controller, SDL_GAMEPAD_AXIS_LEFTY);
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if (yclamped < 0) {
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yclamped /= float(std::abs(SDL_JOYSTICK_AXIS_MIN));
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} else {
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@@ -3,7 +3,7 @@
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#include <Discord.hpp>
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#include <QThread>
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#include <RenderWidget.hpp>
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#include <SDL2/SDL_gamecontroller.h>
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#include <SDL3/SDL_gamepad.h>
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#include <SettingsWindow.hpp>
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#include <memory>
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@@ -20,7 +20,7 @@ public:
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[[noreturn]] void run() noexcept override;
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SDL_GameController *controller = nullptr;
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SDL_Gamepad *controller = nullptr;
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ParallelRDP parallel;
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n64::Core core;
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SettingsWindow &settings;
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