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Reformat all the things. Have fun with merge conflicts.
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@ -14,31 +14,31 @@ class ControllerEmu;
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class InputConfig
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{
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public:
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InputConfig(const std::string& ini_name, const std::string& gui_name, const std::string& profile_name)
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: m_ini_name(ini_name), m_gui_name(gui_name), m_profile_name(profile_name)
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{
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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_name)
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: m_ini_name(ini_name), m_gui_name(gui_name), m_profile_name(profile_name)
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{
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}
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bool LoadConfig(bool isGC);
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void SaveConfig();
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bool LoadConfig(bool isGC);
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void SaveConfig();
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template <typename T, typename... Args>
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void CreateController(Args&&... args)
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{
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m_controllers.emplace_back(std::make_unique<T>(std::forward<Args>(args)...));
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}
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template <typename T, typename... Args>
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void CreateController(Args&&... args)
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{
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m_controllers.emplace_back(std::make_unique<T>(std::forward<Args>(args)...));
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}
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ControllerEmu* GetController(int index);
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void ClearControllers();
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bool ControllersNeedToBeCreated() const;
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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 GetProfileName() const { return m_profile_name; }
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ControllerEmu* GetController(int index);
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void ClearControllers();
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bool ControllersNeedToBeCreated() const;
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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 GetProfileName() const { return m_profile_name; }
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private:
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std::vector<std::unique_ptr<ControllerEmu>> m_controllers;
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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_name;
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std::vector<std::unique_ptr<ControllerEmu>> m_controllers;
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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_name;
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};
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