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<title>dolphin/Source/Core/DolphinQt/Config/Mapping, branch 2409</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<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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</pre>
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</entry>
<entry>
<title>DolphinQt/Mapping: Disable relative input when "Mouse Controlled Pointing" button is pressed.</title>
<updated>2024-04-15T19:52:26+00:00</updated>
<author>
<name>Jordan Woyak</name>
<email>jordan.woyak@gmail.com</email>
</author>
<published>2024-04-15T19:51:06+00:00</published>
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</entry>
<entry>
<title>DolphinQt: Ensure controller settings show the game-controller indicator while expression editing.</title>
<updated>2024-04-12T20:54:18+00:00</updated>
<author>
<name>Jordan Woyak</name>
<email>jordan.woyak@gmail.com</email>
</author>
<published>2024-03-21T03:41:09+00:00</published>
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</entry>
<entry>
<title>ControllerInterface: Add IsHidden function to Control interface.</title>
<updated>2024-03-15T04:43:58+00:00</updated>
<author>
<name>Jordan Woyak</name>
<email>jordan.woyak@gmail.com</email>
</author>
<published>2024-03-15T03:09:41+00:00</published>
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</entry>
<entry>
<title>DolphinQt: Add IRPassthrough indicator.</title>
<updated>2024-03-12T02:40:53+00:00</updated>
<author>
<name>Jordan Woyak</name>
<email>jordan.woyak@gmail.com</email>
</author>
<published>2024-03-11T04:25:44+00:00</published>
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<entry>
<title>WiimoteEmu: Add user-accessible controls that report the desired state of the IR camera objects.</title>
<updated>2024-03-11T21:49:19+00:00</updated>
<author>
<name>Admiral H. Curtiss</name>
<email>pikachu025@gmail.com</email>
</author>
<published>2024-01-10T04:26:29+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>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=6cf55ab1ee13e62b272642ae4f1fadcc792b5e28'/>
<id>6cf55ab1ee13e62b272642ae4f1fadcc792b5e28</id>
<content type='text'>
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.
</content>
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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/Mapping: Add "Use Mouse Controlled Pointing" button.</title>
<updated>2023-12-29T19:31:39+00:00</updated>
<author>
<name>luc-git</name>
<email>102831178+luc-git@users.noreply.github.com</email>
</author>
<published>2023-11-28T18:53:25+00:00</published>
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<id>6b166f1819701a997e52e7fc740b3eb45524a758</id>
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</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>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=43e69d3e6ab699d2ae09dab377e11651e799f995'/>
<id>43e69d3e6ab699d2ae09dab377e11651e799f995</id>
<content type='text'>
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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<pre>
qOverload is used to disambiguate pointers to overloaded functions, but
most of the usages in the code base were with non-overloaded functions.
</pre>
</div>
</content>
</entry>
<entry>
<title>DolphinQt: Adjust panel-specific colors and syntax highlighting for dark theme.</title>
<updated>2023-08-12T17:43:12+00:00</updated>
<author>
<name>Admiral H. Curtiss</name>
<email>pikachu025@gmail.com</email>
</author>
<published>2023-08-01T18:47:17+00:00</published>
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