rename more macros
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8 changed files with 27 additions and 27 deletions
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@ -24,7 +24,7 @@ cmake .. -G Ninja \
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-DCMAKE_BUILD_TYPE="${BUILD_TYPE:-Release}" \
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-DENABLE_QT_TRANSLATION=ON \
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-DUSE_DISCORD_PRESENCE=ON \
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-DYUZU_USE_BUNDLED_SDL2=ON \
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-DYUZU_USE_BUNDLED_SDL3=ON \
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-DBUILD_TESTING=OFF \
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-DYUZU_TESTS=OFF \
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-DDYNARMIC_TESTS=OFF \
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@ -38,7 +38,7 @@ export LIBGL_ALWAYS_SOFTWARE=1
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```
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- Modify the generated ffmpeg.make (in build dir) if using multiple threads (base system `make` doesn't use `-j4`, so change for `gmake`).
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- If using OpenIndiana, due to a bug in SDL2's CMake configuration, audio driver defaults to SunOS `<sys/audioio.h>`, which does not exist on OpenIndiana. Using external or bundled SDL2 may solve this.
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- If using OpenIndiana, due to a bug in SDL3's CMake configuration, audio driver defaults to SunOS `<sys/audioio.h>`, which does not exist on OpenIndiana. Using external or bundled SDL3 may solve this.
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- System OpenSSL generally does not work. Instead, use `-DYUZU_USE_BUNDLED_OPENSSL=ON` to use a bundled static OpenSSL, or build a system dependency from source.
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## OpenBSD
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@ -32,7 +32,7 @@ If you are on Windows and NOT building with MSYS2, you may go [back home](Build.
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The following are handled by Eden's externals:
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* [FFmpeg](https://ffmpeg.org/) (should use `-DYUZU_USE_EXTERNAL_FFMPEG=ON`)
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* [SDL2](https://www.libsdl.org/download-2.0.php) 2.0.18+ (should use `-DYUZU_USE_EXTERNAL_SDL2=ON` OR `-DYUZU_USE_BUNDLED_SDL2=ON` to reduce compile time)
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* [SDL3](https://github.com/libsdl-org/SDL/releases) 2.0.18+ (should use `-DYUZU_USE_EXTERNAL_SDL3=ON` OR `-DYUZU_USE_BUNDLED_SDL3=ON` to reduce compile time)
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All other dependencies will be downloaded and built by [CPM](https://github.com/cpm-cmake/CPM.cmake/) if `YUZU_USE_CPM` is on, but will always use system dependencies if available (UNIX-like only):
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@ -116,7 +116,7 @@ sudo dnf install autoconf ccache cmake fmt-devel gcc{,-c++} glslang hidapi-devel
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```
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* Force system libraries via CMake arguments:
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* SDL2: `-DYUZU_USE_BUNDLED_SDL2=OFF -DYUZU_USE_EXTERNAL_SDL2=OFF`
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* SDL3: `-DYUZU_USE_BUNDLED_SDL3=OFF -DYUZU_USE_EXTERNAL_SDL3=OFF`
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* FFmpeg: `-DYUZU_USE_EXTERNAL_FFMPEG=OFF`
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* [RPM Fusion](https://rpmfusion.org/) is required for `ffmpeg-devel`
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* Fedora 32 or later is required.
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@ -202,7 +202,7 @@ Then install the libraries: `sudo pkg install qt6 boost glslang libzip library/l
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* Open the `MSYS2 MinGW 64-bit` shell (`mingw64.exe`)
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* Download and install all dependencies using:
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* `pacman -Syu git make mingw-w64-x86_64-SDL2 mingw-w64-x86_64-cmake mingw-w64-x86_64-python-pip mingw-w64-x86_64-qt6 mingw-w64-x86_64-toolchain autoconf libtool automake-wrapper`
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* `pacman -Syu git make mingw-w64-x86_64-SDL3 mingw-w64-x86_64-cmake mingw-w64-x86_64-python-pip mingw-w64-x86_64-qt6 mingw-w64-x86_64-toolchain autoconf libtool automake-wrapper`
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* Add MinGW binaries to the PATH:
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* `echo 'PATH=/mingw64/bin:$PATH' >> ~/.bashrc`
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* Add VulkanSDK to the PATH:
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@ -40,10 +40,10 @@ Notes:
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* Unavailable on OpenBSD
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The following options are desktop only:
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- `ENABLE_SDL3` (ON) Enable the SDL2 desktop, audio, and input frontend (HIGHLY RECOMMENDED!)
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- `ENABLE_SDL3` (ON) Enable the SDL3 desktop, audio, and input frontend (HIGHLY RECOMMENDED!)
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* Unavailable on Android
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- `YUZU_USE_EXTERNAL_SDL2` (ON for non-UNIX) Compiles SDL2 from source
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- `YUZU_USE_BUNDLED_SDL2` (ON for MSVC) Download a prebuilt SDL2
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- `YUZU_USE_EXTERNAL_SDL3` (ON for non-UNIX) Compiles SDL3 from source
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- `YUZU_USE_BUNDLED_SDL3` (ON for MSVC) Download a prebuilt SDL3
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* Unavailable on OpenBSD
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* Only enabled if YUZU_USE_CPM and ENABLE_SDL3 are both ON
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- `ENABLE_LIBUSB` (ON) Enable the use of the libusb input frontend (HIGHLY RECOMMENDED)
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@ -62,7 +62,7 @@ The following options are desktop only:
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- `YUZU_ROOM` (ON) Enable dedicated room functionality
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- `YUZU_ROOM_STANDALONE` (ON) Enable standalone room executable (eden-room)
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* Requires `YUZU_ROOM`
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- `YUZU_CMD` (ON) Compile the SDL2 frontend (eden-cli) - requires SDL2
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- `YUZU_CMD` (ON) Compile the SDL3 frontend (eden-cli) - requires SDL3
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- `YUZU_CRASH_DUMPS` Compile crash dump (Minidump) support"
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* Currently only available on Windows and Linux
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2
externals/gamemode/gamemode_client.h
vendored
2
externals/gamemode/gamemode_client.h
vendored
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@ -89,7 +89,7 @@ static char internal_gamemode_client_error_string[512] = { 0 };
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/**
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* Load libgamemode dynamically to dislodge us from most dependencies.
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* This allows clients to link and/or use this regardless of runtime.
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* See SDL2 for an example of the reasoning behind this in terms of
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* See SDL3 for an example of the reasoning behind this in terms of
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* dynamic versioning as well.
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*/
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static volatile int internal_libgamemode_loaded = 1;
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@ -16,7 +16,7 @@
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#ifdef HAVE_CUBEB
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#include "audio_core/sink/cubeb_sink.h"
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#endif
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#ifdef HAVE_SDL2
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#ifdef HAVE_SDL3
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#include "audio_core/sink/sdl2_sink.h"
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#endif
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#include "audio_core/sink/null_sink.h"
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@ -71,7 +71,7 @@ constexpr SinkDetails sink_details[] = {
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&GetCubebLatency,
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},
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#endif
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#ifdef HAVE_SDL2
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#ifdef HAVE_SDL3
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SinkDetails{
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Settings::AudioEngine::Sdl2,
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[](std::string_view device_id) -> std::unique_ptr<Sink> {
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// BEGIN REINTRODUCED FROM 3833 - REPLACED CODE BLOCK ABOVE - DIABLO 3 FIX
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// Auto-select a backend. Prefer CubeB, but it may report a large minimum latency which
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// causes audio issues, in that case go with SDL.
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#if defined(HAVE_CUBEB) && defined(HAVE_SDL2)
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#if defined(HAVE_CUBEB) && defined(HAVE_SDL3)
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iter = find_backend(Settings::AudioEngine::Cubeb);
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if (iter->latency() > TargetSampleCount * 3) {
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iter = find_backend(Settings::AudioEngine::Sdl2);
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@ -22,7 +22,7 @@
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#ifdef HAVE_LIBUSB
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#include "input_common/drivers/gc_adapter.h"
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#endif
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#ifdef HAVE_SDL2
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#ifdef HAVE_SDL3
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#include "input_common/drivers/joycon.h"
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#include "input_common/drivers/sdl_driver.h"
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#endif
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@ -87,7 +87,7 @@ struct InputSubsystem::Impl {
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#endif
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RegisterEngine("virtual_amiibo", virtual_amiibo);
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RegisterEngine("virtual_gamepad", virtual_gamepad);
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#ifdef HAVE_SDL2
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#ifdef HAVE_SDL3
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RegisterEngine("sdl", sdl);
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RegisterEngine("joycon", joycon);
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#endif
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@ -121,7 +121,7 @@ struct InputSubsystem::Impl {
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#endif
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UnregisterEngine(virtual_amiibo);
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UnregisterEngine(virtual_gamepad);
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#ifdef HAVE_SDL2
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#ifdef HAVE_SDL3
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UnregisterEngine(sdl);
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UnregisterEngine(joycon);
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#endif
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#endif
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auto udp_devices = udp_client->GetInputDevices();
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devices.insert(devices.end(), udp_devices.begin(), udp_devices.end());
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#ifdef HAVE_SDL2
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#ifdef HAVE_SDL3
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auto joycon_devices = joycon->GetInputDevices();
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devices.insert(devices.end(), joycon_devices.begin(), joycon_devices.end());
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auto sdl_devices = sdl->GetInputDevices();
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if (engine == udp_client->GetEngineName()) {
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return udp_client;
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}
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#ifdef HAVE_SDL2
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#ifdef HAVE_SDL3
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if (engine == sdl->GetEngineName()) {
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return sdl;
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}
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if (engine == virtual_gamepad->GetEngineName()) {
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return true;
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}
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#ifdef HAVE_SDL2
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#ifdef HAVE_SDL3
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if (engine == sdl->GetEngineName()) {
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return true;
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}
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gcadapter->BeginConfiguration();
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#endif
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udp_client->BeginConfiguration();
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#ifdef HAVE_SDL2
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#ifdef HAVE_SDL3
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sdl->BeginConfiguration();
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joycon->BeginConfiguration();
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#endif
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gcadapter->EndConfiguration();
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#endif
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udp_client->EndConfiguration();
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#ifdef HAVE_SDL2
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#ifdef HAVE_SDL3
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sdl->EndConfiguration();
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joycon->EndConfiguration();
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#endif
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void PumpEvents() const {
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update_engine->PumpEvents();
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#ifdef HAVE_SDL2
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#ifdef HAVE_SDL3
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sdl->PumpEvents();
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#endif
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}
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std::shared_ptr<GCAdapter> gcadapter;
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#endif
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#ifdef HAVE_SDL2
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#ifdef HAVE_SDL3
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std::shared_ptr<SDLDriver> sdl;
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std::shared_ptr<Joycons> joycon;
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#endif
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@ -95,7 +95,7 @@ static FileSys::VirtualFile VfsDirectoryCreateFileWrapper(const FileSys::Virtual
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#include <QUrl>
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#include <QtConcurrent/QtConcurrent>
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#ifdef HAVE_SDL2
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#ifdef HAVE_SDL3
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#include <QCheckBox>
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#include <QStringLiteral>
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#include <SDL3/SDL.h> // For SDL ScreenSaver functions
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VkDeviceInfo::PopulateRecords(vk_device_records, this->window()->windowHandle());
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}
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#if defined(HAVE_SDL2) && !defined(_WIN32)
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#if defined(HAVE_SDL3) && !defined(_WIN32)
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SDL_InitSubSystem(SDL_INIT_VIDEO);
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// Set a screensaver inhibition reason string. Currently passed to DBus by SDL and visible to
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void GMainWindow::PreventOSSleep() {
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#ifdef _WIN32
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SetThreadExecutionState(ES_CONTINUOUS | ES_SYSTEM_REQUIRED | ES_DISPLAY_REQUIRED);
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#elif defined(HAVE_SDL2)
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#elif defined(HAVE_SDL3)
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SDL_DisableScreenSaver();
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#endif
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}
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void GMainWindow::AllowOSSleep() {
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#ifdef _WIN32
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SetThreadExecutionState(ES_CONTINUOUS);
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#elif defined(HAVE_SDL2)
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#elif defined(HAVE_SDL3)
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SDL_EnableScreenSaver();
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#endif
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}
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