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settings: Preparation for per-game input settings
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@ -544,7 +544,7 @@ ConfigureInputPlayer::ConfigureInputPlayer(QWidget* parent, std::size_t player_i
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ConfigureInputPlayer::~ConfigureInputPlayer() = default;
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void ConfigureInputPlayer::ApplyConfiguration() {
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auto& player = Settings::values.players[player_index];
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auto& player = Settings::values.players.GetValue()[player_index];
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auto& buttons = debug ? Settings::values.debug_pad_buttons : player.buttons;
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auto& analogs = debug ? Settings::values.debug_pad_analogs : player.analogs;
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@ -572,7 +572,7 @@ void ConfigureInputPlayer::ApplyConfiguration() {
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}
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// Player 1 and Handheld
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auto& handheld = Settings::values.players[HANDHELD_INDEX];
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auto& handheld = Settings::values.players.GetValue()[HANDHELD_INDEX];
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// If Handheld is selected, copy all the settings from Player 1 to Handheld.
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if (player.controller_type == Settings::ControllerType::Handheld) {
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handheld = player;
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@ -609,7 +609,7 @@ void ConfigureInputPlayer::RetranslateUI() {
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}
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void ConfigureInputPlayer::LoadConfiguration() {
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auto& player = Settings::values.players[player_index];
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auto& player = Settings::values.players.GetValue()[player_index];
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if (debug) {
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std::transform(Settings::values.debug_pad_buttons.begin(),
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Settings::values.debug_pad_buttons.end(), buttons_param.begin(),
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@ -636,7 +636,7 @@ void ConfigureInputPlayer::LoadConfiguration() {
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ui->comboControllerType->setCurrentIndex(static_cast<int>(player.controller_type));
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ui->groupConnectedController->setChecked(
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player.connected ||
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(player_index == 0 && Settings::values.players[HANDHELD_INDEX].connected));
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(player_index == 0 && Settings::values.players.GetValue()[HANDHELD_INDEX].connected));
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}
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void ConfigureInputPlayer::ConnectPlayer(bool connected) {
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