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Yellow squiggly lines begone! Done automatically on .cpp files through `run-clang-tidy`, with manual corrections to the mistakes. If an import is directly used, but is technically unnecessary since it's recursively imported by something else, it is *not* removed. The tool doesn't touch .h files, so I did some of them by hand while fixing errors due to old recursive imports. Not everything is removed, but the cleanup should be substantial enough. Because this done on Linux, code that isn't used on it is mostly untouched. (Hopefully no open PR is depending on these imports...)
229 lines
6.8 KiB
C++
229 lines
6.8 KiB
C++
// Copyright 2010 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "InputCommon/InputConfig.h"
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#include <vector>
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#include "Common/FileUtil.h"
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#include "Common/IniFile.h"
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#include "Common/MsgHandler.h"
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#include "Common/StringUtil.h"
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#include "Core/ConfigManager.h"
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#include "Core/Core.h"
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#include "Core/HW/Wiimote.h"
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#include "InputCommon/ControllerEmu/ControllerEmu.h"
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#include "InputCommon/ControllerInterface/ControllerInterface.h"
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#include "InputCommon/InputProfile.h"
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InputConfig::InputConfig(const std::string& ini_name, const std::string& gui_name,
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const std::string& profile_directory_name, const std::string& profile_key)
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: m_ini_name(ini_name), m_gui_name(gui_name), m_profile_directory_name(profile_directory_name),
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m_profile_key(profile_key)
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{
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}
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InputConfig::~InputConfig() = default;
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bool InputConfig::LoadConfig()
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{
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Common::IniFile inifile;
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bool useProfile[MAX_BBMOTES] = {false, false, false, false, false};
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static constexpr std::array<std::string_view, MAX_BBMOTES> num = {"1", "2", "3", "4", "BB"};
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std::string profile[MAX_BBMOTES];
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if (SConfig::GetInstance().GetGameID() != "00000000")
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{
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const std::string profile_directory = GetUserProfileDirectoryPath();
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Common::IniFile game_ini = SConfig::GetInstance().LoadGameIni();
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auto* control_section = game_ini.GetOrCreateSection("Controls");
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for (int i = 0; i < 4; i++)
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{
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const auto profile_name = fmt::format("{}Profile{}", GetProfileKey(), num[i]);
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if (control_section->Exists(profile_name))
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{
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std::string profile_setting;
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if (control_section->Get(profile_name, &profile_setting))
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{
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auto profiles = InputProfile::GetProfilesFromSetting(profile_setting, profile_directory);
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if (profiles.empty())
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{
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// TODO: PanicAlert shouldn't be used for this.
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PanicAlertFmtT("No profiles found for game setting '{0}'", profile_setting);
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continue;
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}
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// Use the first profile by default
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profile[i] = profiles[0];
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useProfile[i] = true;
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}
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}
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}
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}
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if (inifile.Load(File::GetUserPath(D_CONFIG_IDX) + m_ini_name + ".ini") &&
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!inifile.GetSections().empty())
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{
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int n = 0;
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std::vector<std::string> controller_names;
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for (auto& controller : m_controllers)
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{
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Common::IniFile::Section config;
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// Load settings from ini
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if (useProfile[n])
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{
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std::string base;
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SplitPath(profile[n], nullptr, &base, nullptr);
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Core::DisplayMessage("Loading game specific input profile '" + base + "' for device '" +
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controller->GetName() + "'",
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6000);
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inifile.Load(profile[n]);
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config = *inifile.GetOrCreateSection("Profile");
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}
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else
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{
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config = *inifile.GetOrCreateSection(controller->GetName());
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}
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controller->LoadConfig(&config);
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controller->UpdateReferences(g_controller_interface);
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controller_names.push_back(controller->GetName());
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// Next profile
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n++;
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}
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return true;
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}
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else
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{
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// Only load the default profile for the first controller and clear the others,
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// otherwise they would all share the same mappings on the same (default) device
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if (m_controllers.size() > 0)
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{
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m_controllers[0]->LoadDefaults(g_controller_interface);
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m_controllers[0]->UpdateReferences(g_controller_interface);
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}
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for (size_t i = 1; i < m_controllers.size(); ++i)
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{
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// Calling the base version just clears all settings without overwriting them with a default
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m_controllers[i]->EmulatedController::LoadDefaults(g_controller_interface);
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m_controllers[i]->UpdateReferences(g_controller_interface);
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}
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return false;
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}
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}
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void InputConfig::SaveConfig()
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{
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std::string ini_filename = File::GetUserPath(D_CONFIG_IDX) + m_ini_name + ".ini";
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Common::IniFile inifile;
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inifile.Load(ini_filename);
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std::vector<std::string> controller_names;
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for (auto& controller : m_controllers)
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{
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controller->SaveConfig(inifile.GetOrCreateSection(controller->GetName()));
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controller_names.push_back(controller->GetName());
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}
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inifile.Save(ini_filename);
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}
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ControllerEmu::EmulatedController* InputConfig::GetController(int index) const
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{
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return m_controllers.at(index).get();
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}
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void InputConfig::ClearControllers()
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{
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m_controllers.clear();
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}
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bool InputConfig::ControllersNeedToBeCreated() const
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{
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return m_controllers.empty();
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}
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std::string InputConfig::GetUserProfileDirectoryPath() const
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{
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return fmt::format("{}Profiles/{}/", File::GetUserPath(D_CONFIG_IDX), GetProfileDirectoryName());
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}
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std::string InputConfig::GetSysProfileDirectoryPath() const
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{
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return fmt::format("{}Profiles/{}/", File::GetSysDirectory(), GetProfileDirectoryName());
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}
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int InputConfig::GetControllerCount() const
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{
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return static_cast<int>(m_controllers.size());
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}
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void InputConfig::RegisterHotplugCallback()
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{
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// Update control references on all controllers
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// as configured devices may have been added or removed.
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m_hotplug_event_hook = g_controller_interface.RegisterDevicesChangedCallback([this] {
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for (auto& controller : m_controllers)
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controller->UpdateReferences(g_controller_interface);
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});
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}
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void InputConfig::UnregisterHotplugCallback()
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{
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m_hotplug_event_hook.reset();
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}
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bool InputConfig::IsControllerControlledByGamepadDevice(int index) const
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{
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if (static_cast<size_t>(index) >= m_controllers.size())
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return false;
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const auto& controller = m_controllers.at(index).get()->GetDefaultDevice();
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// By default on Android, no device is selected
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if (controller.source == "")
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return false;
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// Filter out anything which obviously not a gamepad
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return !((controller.source == "Quartz") // OSX Quartz Keyboard/Mouse
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|| (controller.source == "XInput2") // Linux and BSD Keyboard/Mouse
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|| (controller.source == "Android" && controller.cid <= 0) // Android non-gamepad device
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|| (controller.source == "DInput" &&
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controller.name == "Keyboard Mouse")); // Windows Keyboard/Mouse
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}
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void InputConfig::GenerateControllerTextures(const Common::IniFile& file)
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{
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m_dynamic_input_tex_config_manager.Load();
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std::vector<std::string> controller_names;
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for (auto& controller : m_controllers)
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{
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controller_names.push_back(controller->GetName());
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}
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m_dynamic_input_tex_config_manager.GenerateTextures(file, controller_names);
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}
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void InputConfig::GenerateControllerTextures()
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{
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const std::string ini_filename = File::GetUserPath(D_CONFIG_IDX) + m_ini_name + ".ini";
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Common::IniFile inifile;
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inifile.Load(ini_filename);
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for (auto& controller : m_controllers)
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{
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controller->SaveConfig(inifile.GetOrCreateSection(controller->GetName()));
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}
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GenerateControllerTextures(inifile);
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}
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