all repos — mgba @ 4b957cb66d51cec6dd99d2c753a20d00529cfd5b

mGBA Game Boy Advance Emulator

Qt: Fix non-SDL build
Jeffrey Pfau jeffrey@endrift.com
Wed, 25 Mar 2015 21:56:23 -0700
commit

4b957cb66d51cec6dd99d2c753a20d00529cfd5b

parent

9d80089194c43a509ebc68270d131c6a0f2d2265

2 files changed, 8 insertions(+), 0 deletions(-)

jump to
M src/platform/qt/GBAKeyEditor.cppsrc/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.cppsrc/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);