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https://github.com/dolphin-emu/dolphin.git
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Added the ability to map gamepad buttons to hotkeys.
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parent
7df55d220f
commit
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14 changed files with 1048 additions and 308 deletions
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@ -32,6 +32,7 @@
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#include "Core/ConfigManager.h"
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#include "Core/Core.h"
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#include "Core/HotkeyManager.h"
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#include "Core/Movie.h"
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#include "Core/NetPlayProto.h"
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#include "Core/HW/EXI.h"
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@ -47,10 +48,13 @@
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#include "DolphinWX/Frame.h"
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#include "DolphinWX/Globals.h"
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#include "DolphinWX/HotkeyDlg.h"
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#include "DolphinWX/InputConfigDiag.h"
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#include "DolphinWX/Main.h"
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#include "DolphinWX/WxUtils.h"
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#include "DolphinWX/Debugger/CodeWindow.h"
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#include "InputCommon/InputConfig.h"
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#include "VideoCommon/VideoBackendBase.h"
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#define TEXT_BOX(page, text) new wxStaticText(page, wxID_ANY, text)
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@ -919,8 +923,34 @@ void CConfigMain::DisplaySettingsChanged(wxCommandEvent& event)
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break;
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case ID_HOTKEY_CONFIG:
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{
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HotkeyConfigDialog m_HotkeyDialog(this);
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m_HotkeyDialog.ShowModal();
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bool was_init = false;
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InputConfig* const hotkey_plugin = HotkeyManagerEmu::GetConfig();
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// check if game is running
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if (g_controller_interface.IsInit())
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{
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was_init = true;
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}
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else
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{
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#if defined(HAVE_X11) && HAVE_X11
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Window win = X11Utils::XWindowFromHandle(GetHandle());
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HotkeyManagerEmu::Initialize(reinterpret_cast<void*>(win));
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#else
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HotkeyManagerEmu::Initialize(reinterpret_cast<void*>(GetHandle()));
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#endif
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}
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InputConfigDialog m_ConfigFrame(this, *hotkey_plugin, _("Dolphin Hotkeys"), 0);
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m_ConfigFrame.ShowModal();
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m_ConfigFrame.Destroy();
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// if game isn't running
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if (!was_init)
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{
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HotkeyManagerEmu::Shutdown();
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}
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}
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// Update the GUI in case menu accelerators were changed
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main_frame->UpdateGUI();
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