2014-04-01 02:26:50 +00:00
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#include <QHBoxLayout>
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#include <QKeyEvent>
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#include "common.h"
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#include "bootmanager.hxx"
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#include "core.h"
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2014-04-01 02:42:19 +00:00
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#include "loader.h"
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2014-04-01 02:26:50 +00:00
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#include "version.h"
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#define APP_NAME "citra"
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#define APP_VERSION "0.1-" VERSION
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#define APP_TITLE APP_NAME " " APP_VERSION
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#define COPYRIGHT "Copyright (C) 2013-2014 Citra Team"
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EmuThread::EmuThread(GRenderWindow* render_window) : exec_cpu_step(false), cpu_running(true), render_window(render_window)
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{
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}
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void EmuThread::SetFilename(const char* filename)
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{
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strcpy(this->filename, filename);
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}
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void EmuThread::run()
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{
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//u32 tight_loop;
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NOTICE_LOG(MASTER_LOG, APP_NAME " starting...\n");
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if (Core::Init(/*render_window*/)) {
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ERROR_LOG(MASTER_LOG, "core initialization failed, exiting...");
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Core::Stop();
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exit(1);
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}
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// Load a game or die...
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2014-04-01 02:42:19 +00:00
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std::string boot_filename = filename;
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std::string error_str;
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bool res = Loader::LoadFile(boot_filename, &error_str);
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if (!res) {
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ERROR_LOG(BOOT, "Failed to load ROM: %s", error_str.c_str());
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}
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2014-04-01 02:26:50 +00:00
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Core::Start(); //autoboot for now
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2014-04-01 02:42:19 +00:00
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for (int tight_loop = 0; tight_loop < 10000; ++tight_loop) {
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Core::SingleStep();
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}
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2014-04-01 02:26:50 +00:00
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/*
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while(core::SYS_DIE != core::g_state)
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{
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if (core::SYS_RUNNING == core::g_state)
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{
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if(!cpu->is_on)
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{
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cpu->Start(); // Initialize and start CPU.
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}
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else
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{
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for(tight_loop = 0; tight_loop < 10000; ++tight_loop)
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{
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if (!cpu_running)
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{
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emit CPUStepped();
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exec_cpu_step = false;
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cpu->step = true;
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while (!exec_cpu_step && !cpu_running && core::SYS_DIE != core::g_state);
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}
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cpu->execStep();
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cpu->step = false;
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}
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}
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}
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else if (core::SYS_HALTED == core::g_state)
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{
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core::Stop();
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}
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}
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*/
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Core::Stop();
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}
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void EmuThread::Stop()
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{
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if (!isRunning())
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{
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INFO_LOG(MASTER_LOG, "EmuThread::Stop called while emu thread wasn't running, returning...");
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return;
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}
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//core::g_state = core::SYS_DIE;
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wait(1000);
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if (isRunning())
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{
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WARN_LOG(MASTER_LOG, "EmuThread still running, terminating...");
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terminate();
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wait(1000);
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if (isRunning())
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WARN_LOG(MASTER_LOG, "EmuThread STILL running, something is wrong here...");
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}
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INFO_LOG(MASTER_LOG, "EmuThread stopped");
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}
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// This class overrides paintEvent and resizeEvent to prevent the GUI thread from stealing GL context.
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// The corresponding functionality is handled in EmuThread instead
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class GGLWidgetInternal : public QGLWidget
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{
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public:
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GGLWidgetInternal(GRenderWindow* parent) : QGLWidget(parent)
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{
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setAutoBufferSwap(false);
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doneCurrent();
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parent_ = parent;
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}
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void paintEvent(QPaintEvent* ev)
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{
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// Apparently, Windows doesn't display anything if we don't call this here.
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// TODO: Breaks linux though because we aren't calling doneCurrent() ... -.-
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// makeCurrent();
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}
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void resizeEvent(QResizeEvent* ev) {
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parent_->set_client_area_width(size().width());
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parent_->set_client_area_height(size().height());
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}
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private:
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GRenderWindow* parent_;
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};
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EmuThread& GRenderWindow::GetEmuThread()
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{
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return emu_thread;
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}
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GRenderWindow::GRenderWindow(QWidget* parent) : QWidget(parent), emu_thread(this)
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{
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// TODO: One of these flags might be interesting: WA_OpaquePaintEvent, WA_NoBackground, WA_DontShowOnScreen, WA_DeleteOnClose
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child = new GGLWidgetInternal(this);
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QBoxLayout* layout = new QHBoxLayout(this);
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resize(640, 480); // TODO: Load size from config instead
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layout->addWidget(child);
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layout->setMargin(0);
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setLayout(layout);
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BackupGeometry();
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}
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GRenderWindow::~GRenderWindow()
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{
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emu_thread.Stop();
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}
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void GRenderWindow::SwapBuffers()
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{
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child->makeCurrent(); // TODO: Not necessary?
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child->swapBuffers();
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}
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void GRenderWindow::closeEvent(QCloseEvent* event)
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{
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emu_thread.Stop();
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QWidget::closeEvent(event);
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}
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void GRenderWindow::MakeCurrent()
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{
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child->makeCurrent();
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}
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void GRenderWindow::DoneCurrent()
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{
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child->doneCurrent();
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}
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void GRenderWindow::PollEvents() {
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// TODO(ShizZy): Does this belong here? This is a reasonable place to update the window title
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// from the main thread, but this should probably be in an event handler...
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/*
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static char title[128];
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sprintf(title, "%s (FPS: %02.02f)", window_title_.c_str(),
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video_core::g_renderer->current_fps());
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setWindowTitle(title);
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*/
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}
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void GRenderWindow::BackupGeometry()
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{
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geometry = ((QGLWidget*)this)->saveGeometry();
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}
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void GRenderWindow::RestoreGeometry()
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{
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// We don't want to back up the geometry here (obviously)
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QWidget::restoreGeometry(geometry);
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}
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void GRenderWindow::restoreGeometry(const QByteArray& geometry)
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{
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// Make sure users of this class don't need to deal with backing up the geometry themselves
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QWidget::restoreGeometry(geometry);
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BackupGeometry();
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}
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QByteArray GRenderWindow::saveGeometry()
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{
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// If we are a top-level widget, store the current geometry
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// otherwise, store the last backup
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if (parent() == NULL)
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return ((QGLWidget*)this)->saveGeometry();
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else
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return geometry;
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}
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void GRenderWindow::keyPressEvent(QKeyEvent* event)
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{
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/*
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bool key_processed = false;
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for (unsigned int channel = 0; channel < 4 && controller_interface(); ++channel)
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if (controller_interface()->SetControllerStatus(channel, event->key(), input_common::GCController::PRESSED))
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key_processed = true;
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if (!key_processed)
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QWidget::keyPressEvent(event);
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*/
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}
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void GRenderWindow::keyReleaseEvent(QKeyEvent* event)
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{
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/*
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bool key_processed = false;
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for (unsigned int channel = 0; channel < 4 && controller_interface(); ++channel)
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if (controller_interface()->SetControllerStatus(channel, event->key(), input_common::GCController::RELEASED))
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key_processed = true;
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if (!key_processed)
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QWidget::keyPressEvent(event);
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*/
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}
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