Qt: Fix non-SDL build
Jeffrey Pfau jeffrey@endrift.com
Wed, 25 Mar 2015 21:56:23 -0700
2 files changed,
8 insertions(+),
0 deletions(-)
M
src/platform/qt/GBAKeyEditor.cpp
→
src/platform/qt/GBAKeyEditor.cpp
@@ -237,11 +237,15 @@ }
#endif void GBAKeyEditor::bindKey(const KeyEditor* keyEditor, GBAKey key) { +#ifdef BUILD_SDL if (keyEditor->direction() != GamepadAxisEvent::NEUTRAL) { m_controller->bindAxis(m_type, keyEditor->value(), keyEditor->direction(), key); } else { +#endif m_controller->bindKey(m_type, keyEditor->value(), key); +#ifdef BUILD_SDL } +#endif } bool GBAKeyEditor::findFocus() {
M
src/platform/qt/InputController.cpp
→
src/platform/qt/InputController.cpp
@@ -19,15 +19,19 @@ }
using namespace QGBA; +#ifdef BUILD_SDL int InputController::s_sdlInited = 0; GBASDLEvents InputController::s_sdlEvents; +#endif InputController::InputController(int playerId, QObject* parent) : QObject(parent) , m_playerId(playerId) , m_config(nullptr) , m_gamepadTimer(nullptr) +#ifdef BUILD_SDL , m_playerAttached(false) +#endif , m_allowOpposing(false) { GBAInputMapInit(&m_inputMap);