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<title>dolphin/Source/Core/DolphinQt/Config/Mapping/MappingWindow.cpp, branch 2412</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<entry>
<title>DolphinQt: Auto hide the mapping window tab bar.</title>
<updated>2024-10-12T03:03:05+00:00</updated>
<author>
<name>Jordan Woyak</name>
<email>jordan.woyak@gmail.com</email>
</author>
<published>2024-10-12T03:01:54+00:00</published>
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<entry>
<title>DolphinQt: fix -Wunused-const-variable warning</title>
<updated>2024-06-23T01:38:04+00:00</updated>
<author>
<name>Tillmann Karras</name>
<email>tilkax@gmail.com</email>
</author>
<published>2024-06-23T00:32:18+00:00</published>
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<entry>
<title>InputCommon: Unify GetProfileName and GetProfileDirectoryName</title>
<updated>2024-02-04T16:55:08+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2024-02-04T15:31:15+00:00</published>
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After reading the previous commit, you might think "hold on, what's the
difference between GetProfileName and GetProfileDirectoryName"? These
two are being used for the exact same thing - figuring out where
profiles are stored - yet they return different values for certain
controllers like GC keyboards! As far as I can tell, the existing code
has been broken for GC keyboards since they were introduced a decade
ago. The GUI (and more recently, also InputCycler) would write and read
profiles in one location, and our code for loading profiles specified in
a game INI file would read profiles in another location.

This commit gets rid of the set of values used by the game INI code in
favor of the other set. This does breaking existing setups where a
GCKey profile has been configured in a game INI, but I think the number
of working such setups is vanishingly small. The alternative would make
existing GCKey profiles go missing from the profile dropdown in the GUI,
which I think would be more disruptive. The alternative would also force
new GCKey profiles into the same directory as GCPad profiles.

This commit also fixes a regression from d6c0f8e749. The Android GUI was
using GetProfileName to figure out what key to use in the game INI,
which made it use incorrect game INI entries for GameCube controller
profiles but not Wii Remote profiles. Now the Android GUI uses
GetProfileKey for this, fixing the problem.
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<pre>
After reading the previous commit, you might think "hold on, what's the
difference between GetProfileName and GetProfileDirectoryName"? These
two are being used for the exact same thing - figuring out where
profiles are stored - yet they return different values for certain
controllers like GC keyboards! As far as I can tell, the existing code
has been broken for GC keyboards since they were introduced a decade
ago. The GUI (and more recently, also InputCycler) would write and read
profiles in one location, and our code for loading profiles specified in
a game INI file would read profiles in another location.

This commit gets rid of the set of values used by the game INI code in
favor of the other set. This does breaking existing setups where a
GCKey profile has been configured in a game INI, but I think the number
of working such setups is vanishingly small. The alternative would make
existing GCKey profiles go missing from the profile dropdown in the GUI,
which I think would be more disruptive. The alternative would also force
new GCKey profiles into the same directory as GCPad profiles.

This commit also fixes a regression from d6c0f8e749. The Android GUI was
using GetProfileName to figure out what key to use in the game INI,
which made it use incorrect game INI entries for GameCube controller
profiles but not Wii Remote profiles. Now the Android GUI uses
GetProfileKey for this, fixing the problem.
</pre>
</div>
</content>
</entry>
<entry>
<title>DolphinQt: Remove unnecessary qOverloads</title>
<updated>2023-11-04T21:14:14+00:00</updated>
<author>
<name>Dentomologist</name>
<email>dentomologist@gmail.com</email>
</author>
<published>2023-11-04T21:01:39+00:00</published>
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<id>43e69d3e6ab699d2ae09dab377e11651e799f995</id>
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qOverload is used to disambiguate pointers to overloaded functions, but
most of the usages in the code base were with non-overloaded functions.
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qOverload is used to disambiguate pointers to overloaded functions, but
most of the usages in the code base were with non-overloaded functions.
</pre>
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</content>
</entry>
<entry>
<title>DolphinQt: Set window decorations for all top-level QWidgets.</title>
<updated>2023-08-12T14:54:54+00:00</updated>
<author>
<name>Admiral H. Curtiss</name>
<email>pikachu025@gmail.com</email>
</author>
<published>2023-07-30T22:42:15+00:00</published>
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</entry>
<entry>
<title>Add Hotkeys for Skylanders Portal and Infinity Base Menus</title>
<updated>2023-05-26T20:36:08+00:00</updated>
<author>
<name>jnaidu360</name>
<email>128784914+jnaidu360@users.noreply.github.com</email>
</author>
<published>2023-05-25T22:27:00+00:00</published>
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Adds two new hotkeys to open the menus for emulated USB devices- Skylanders Portal of Power and the Infinity Base. (Hotkeys only active when game is running).

Portal menu: Default is &lt;Ctrl+P&gt;.
Infinity base: Default is &lt;Ctrl+I&gt;
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Adds two new hotkeys to open the menus for emulated USB devices- Skylanders Portal of Power and the Infinity Base. (Hotkeys only active when game is running).

Portal menu: Default is &lt;Ctrl+P&gt;.
Infinity base: Default is &lt;Ctrl+I&gt;
</pre>
</div>
</content>
</entry>
<entry>
<title>Common/IniFile: Move interface into Common namespace</title>
<updated>2023-04-13T14:19:28+00:00</updated>
<author>
<name>Lioncash</name>
<email>mai.iam2048@gmail.com</email>
</author>
<published>2023-04-13T13:38:09+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=e4caace6bb6213851b979cdd76f9f44ef6d9cd09'/>
<id>e4caace6bb6213851b979cdd76f9f44ef6d9cd09</id>
<content type='text'>
Gets this out of the global namespace and into the Common namespace
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Gets this out of the global namespace and into the Common namespace
</pre>
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</content>
</entry>
<entry>
<title>DolphinQt: Make "All Devices" mapping hopefully less confusing.</title>
<updated>2022-10-09T22:27:25+00:00</updated>
<author>
<name>Jordan Woyak</name>
<email>jordan.woyak@gmail.com</email>
</author>
<published>2022-10-09T22:10:37+00:00</published>
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<pre>
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</entry>
<entry>
<title>Add NonDefaultQPushButton to set autoDefault of buttons to false</title>
<updated>2022-03-08T07:51:29+00:00</updated>
<author>
<name>Martin</name>
<email>M.Dierikx@student.tudelft.nl</email>
</author>
<published>2022-03-08T07:51:29+00:00</published>
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</entry>
<entry>
<title>MappingWindow: disable hotkeys while window is active</title>
<updated>2021-10-08T01:39:52+00:00</updated>
<author>
<name>sowens99</name>
<email>seanowens@comcast.net</email>
</author>
<published>2021-10-08T01:39:52+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=530f5ecdd0eb922d7c52bb4018d7d27a6ac6ddff'/>
<id>530f5ecdd0eb922d7c52bb4018d7d27a6ac6ddff</id>
<content type='text'>
MappingWindow is modal, yet the user can use hotkeys while the window is active. I believe hotkeys should not be recognized while this window is active.
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MappingWindow is modal, yet the user can use hotkeys while the window is active. I believe hotkeys should not be recognized while this window is active.
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