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VideoCommon: Pass WindowSystemInfo to InitBackendInfo
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@ -343,12 +343,17 @@ MainWindow::~MainWindow()
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Config::Save();
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}
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WindowSystemInfo MainWindow::GetWindowSystemInfo() const
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{
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return ::GetWindowSystemInfo(m_render_widget->windowHandle());
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}
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void MainWindow::InitControllers()
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{
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if (g_controller_interface.IsInit())
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return;
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UICommon::InitControllers(GetWindowSystemInfo(windowHandle()));
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UICommon::InitControllers(::GetWindowSystemInfo(windowHandle()));
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m_hotkey_scheduler = new HotkeyScheduler();
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m_hotkey_scheduler->Start();
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@ -1098,7 +1103,7 @@ void MainWindow::StartGame(std::unique_ptr<BootParameters>&& parameters)
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// Boot up, show an error if it fails to load the game.
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if (!BootManager::BootCore(std::move(parameters),
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GetWindowSystemInfo(m_render_widget->windowHandle())))
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::GetWindowSystemInfo(m_render_widget->windowHandle())))
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{
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ModalMessageBox::critical(this, tr("Error"), tr("Failed to init core"), QMessageBox::Ok);
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HideRenderWidget();
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@ -1206,7 +1211,7 @@ void MainWindow::HideRenderWidget(bool reinit, bool is_exit)
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// The controller interface will still be registered to the old render widget, if the core
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// has booted. Therefore, we should re-bind it to the main window for now. When the core
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// is next started, it will be swapped back to the new render widget.
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g_controller_interface.ChangeWindow(GetWindowSystemInfo(windowHandle()).render_window,
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g_controller_interface.ChangeWindow(::GetWindowSystemInfo(windowHandle()).render_window,
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is_exit ? ControllerInterface::WindowChangeReason::Exit :
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ControllerInterface::WindowChangeReason::Other);
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}
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