Nah, let's roll our own
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@@ -1,13 +1,13 @@
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#include <EmuThread.hpp>
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#include <SDL3/SDL.h>
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EmuThread::EmuThread(RenderWidget& renderWidget, SettingsWindow &settings) noexcept :
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EmuThread::EmuThread(RenderWidget &renderWidget, SettingsWindow &settings) noexcept :
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renderWidget(renderWidget), core(parallel), settings(settings) {}
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[[noreturn]] void EmuThread::run() noexcept {
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parallel.Init(renderWidget.instance, renderWidget.wsiPlatform, renderWidget.windowInfo,
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parallel.Init(renderWidget.qtVkInstanceFactory, renderWidget.wsiPlatform, renderWidget.windowInfo,
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core.cpu->GetMem().GetRDRAMPtr());
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renderWidget.InitImgui(parallel.wsi);
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SDL_InitSubSystem(SDL_INIT_GAMEPAD);
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bool controllerConnected = false;
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@@ -15,7 +15,7 @@ EmuThread::EmuThread(RenderWidget& renderWidget, SettingsWindow &settings) noexc
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Util::warn("[SDL] Could not load game controller DB");
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}
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auto pollEvents = [&]() {
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auto pollEvents = [&] {
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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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