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InputCommon: Use distinct values for profile key
Because the last commit made us use separate folders for GCPad and GCKey profiles, we should also use separate game INI keys for them. Otherwise setting e.g. PadProfile1 in a game INI will make both GCPad and GCKey try to load it, typically with one of them succeeding and the other one showing a panic alert due to the profile not existing in its folder. Better do this breaking change for GCKeys in the same PR as the other breaking change rather than later.
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6cf55ab1ee
commit
1315b54ffa
8 changed files with 11 additions and 33 deletions
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@ -24,15 +24,8 @@ class EmulatedController;
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class InputConfig
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{
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public:
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enum class InputClass
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{
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GC,
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Wii,
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GBA,
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};
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InputConfig(const std::string& ini_name, const std::string& gui_name,
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const std::string& profile_directory_name, InputClass input_class);
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const std::string& profile_directory_name, const std::string& profile_key);
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~InputConfig();
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@ -51,7 +44,7 @@ public:
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bool IsControllerControlledByGamepadDevice(int index) const;
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std::string GetGUIName() const { return m_gui_name; }
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std::string GetProfileKey() const;
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std::string GetProfileKey() const { return m_profile_key; }
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std::string GetProfileDirectoryName() const { return m_profile_directory_name; }
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std::string GetUserProfileDirectoryPath() const;
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std::string GetSysProfileDirectoryPath() const;
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@ -69,6 +62,6 @@ private:
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const std::string m_ini_name;
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const std::string m_gui_name;
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const std::string m_profile_directory_name;
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const InputClass m_input_class;
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const std::string m_profile_key;
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InputCommon::DynamicInputTextureManager m_dynamic_input_tex_config_manager;
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};
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