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https://github.com/vcmi/vcmi.git
synced 2025-07-15 01:24:45 +02:00
delete useless include and open joystick in InputSourceGameController constructor.
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@ -7,6 +7,7 @@
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* Full text of license available in license.txt file, in main folder
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* Full text of license available in license.txt file, in main folder
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*
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*
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*/
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*/
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#include <SDL.h>
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#include "StdInc.h"
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#include "StdInc.h"
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#include "GameControllerShortcuts.h"
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#include "GameControllerShortcuts.h"
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@ -10,8 +10,6 @@
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#pragma once
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#pragma once
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#include <map>
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#include <SDL.h>
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#include "../gui/Shortcut.h"
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#include "../gui/Shortcut.h"
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using ButtonShortcutsMap = std::map<int, std::vector<EShortcut> >;
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using ButtonShortcutsMap = std::map<int, std::vector<EShortcut> >;
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@ -349,8 +349,3 @@ const Point & InputHandler::getCursorPosition() const
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{
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{
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return cursorPosition;
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return cursorPosition;
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}
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}
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void InputHandler::tryOpenGameController()
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{
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gameControllerHandler->tryOpenAllGameControllers();
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}
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@ -87,6 +87,4 @@ public:
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bool isKeyboardCtrlDown() const;
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bool isKeyboardCtrlDown() const;
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bool isKeyboardShiftDown() const;
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bool isKeyboardShiftDown() const;
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/// If any game controller available, use it.
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void tryOpenGameController();
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};
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};
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@ -34,7 +34,7 @@ InputSourceGameController::InputSourceGameController():
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planDisX(0.0),
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planDisX(0.0),
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planDisY(0.0)
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planDisY(0.0)
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{
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{
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// SDL_init has not been called. so it is unnecessary to open joystick.
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tryOpenAllGameControllers();
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}
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}
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void InputSourceGameController::tryOpenAllGameControllers()
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void InputSourceGameController::tryOpenAllGameControllers()
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@ -10,10 +10,8 @@
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#pragma once
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#pragma once
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#include <memory>
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#include <SDL.h>
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#include <SDL.h>
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#include "../../lib/Point.h"
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#include "../gui/Shortcut.h"
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#include "../gui/Shortcut.h"
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@ -79,9 +79,6 @@ void CGuiHandler::init()
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inputHandlerInstance = std::make_unique<InputHandler>(); // Must be after windowHandlerInstance
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inputHandlerInstance = std::make_unique<InputHandler>(); // Must be after windowHandlerInstance
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shortcutsHandlerInstance = std::make_unique<ShortcutHandler>();
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shortcutsHandlerInstance = std::make_unique<ShortcutHandler>();
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framerateManagerInstance = std::make_unique<FramerateManager>(settings["video"]["targetfps"].Integer());
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framerateManagerInstance = std::make_unique<FramerateManager>(settings["video"]["targetfps"].Integer());
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// This must be called after SDL_init(), so put after screenHandlerInstance init.
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inputHandlerInstance->tryOpenGameController();
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}
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}
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void CGuiHandler::handleEvents()
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void CGuiHandler::handleEvents()
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