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input_engine: std::move engine name where applicable
We can allow the name to be moved into, allowing allocations to be avoided.
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@ -24,7 +24,7 @@ constexpr PadIdentifier keyboard_modifier_identifier = {
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.pad = 1,
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};
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Keyboard::Keyboard(const std::string& input_engine_) : InputEngine(input_engine_) {
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Keyboard::Keyboard(std::string input_engine_) : InputEngine(std::move(input_engine_)) {
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// Keyboard is broken into 3 diferent sets:
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// key: Unfiltered intended for controllers.
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// keyboard_key: Allows only Settings::NativeKeyboard::Keys intended for keyboard emulation.
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