Merge pull request #6279 from spycrab/qt_arcodes
Qt: Implement "AR Codes"
This commit is contained in:
commit
440101a6bb
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@ -32,6 +32,8 @@ set(SRCS
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Translation.cpp
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WiiUpdate.cpp
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WiiUpdate.h
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Config/ARCodeEditor.cpp
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Config/ARCodeWidget.cpp
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Config/CheatWarningWidget.cpp
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Config/ControllersWindow.cpp
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Config/FilesystemWidget.cpp
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@ -0,0 +1,170 @@
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// Copyright 2018 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "DolphinQt2/Config/ARCodeEditor.h"
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#include <QDialogButtonBox>
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#include <QFontDatabase>
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#include <QGridLayout>
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#include <QLabel>
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#include <QLineEdit>
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#include <QMessageBox>
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#include <QStringList>
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#include <QTextEdit>
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#include "Core/ARDecrypt.h"
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ARCodeEditor::ARCodeEditor(ActionReplay::ARCode& ar) : m_code(ar)
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{
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CreateWidgets();
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ConnectWidgets();
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m_name_edit->setText(QString::fromStdString(ar.name));
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QString s;
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for (ActionReplay::AREntry& e : ar.ops)
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{
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s += QStringLiteral("%1 %2\n")
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.arg(e.cmd_addr, 8, 16, QLatin1Char('0'))
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.arg(e.value, 8, 16, QLatin1Char('0'));
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}
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m_code_edit->setText(s);
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}
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void ARCodeEditor::CreateWidgets()
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{
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m_name_edit = new QLineEdit;
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m_code_edit = new QTextEdit;
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m_button_box = new QDialogButtonBox(QDialogButtonBox::Cancel | QDialogButtonBox::Save);
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QGridLayout* grid_layout = new QGridLayout;
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grid_layout->addWidget(new QLabel(tr("Name:")), 0, 0);
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grid_layout->addWidget(m_name_edit, 0, 1);
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grid_layout->addWidget(new QLabel(tr("Code:")), 1, 0);
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grid_layout->addWidget(m_code_edit, 1, 1);
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grid_layout->addWidget(m_button_box, 2, 1);
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QFont monospace(QFontDatabase::systemFont(QFontDatabase::FixedFont).family());
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m_code_edit->setFont(monospace);
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setLayout(grid_layout);
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}
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void ARCodeEditor::ConnectWidgets()
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{
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connect(m_button_box, &QDialogButtonBox::accepted, this, &ARCodeEditor::accept);
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connect(m_button_box, &QDialogButtonBox::rejected, this, &QDialog::reject);
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}
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void ARCodeEditor::accept()
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{
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std::vector<ActionReplay::AREntry> entries;
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std::vector<std::string> encrypted_lines;
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QStringList lines = m_code_edit->toPlainText().split(QStringLiteral("\n"));
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for (int i = 0; i < lines.size(); i++)
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{
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QString line = lines[i];
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if (line.isEmpty())
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continue;
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QStringList values = line.split(QStringLiteral(" "));
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bool good = true;
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u32 addr = 0;
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u32 value = 0;
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if (values.size() == 2)
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{
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addr = values[0].toUInt(&good, 16);
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if (good)
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value = values[1].toUInt(&good, 16);
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if (good)
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entries.push_back(ActionReplay::AREntry(addr, value));
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}
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else
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{
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QStringList blocks = line.split(QStringLiteral("-"));
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if (blocks.size() == 3 && blocks[0].size() == 4 && blocks[1].size() == 4 &&
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blocks[2].size() == 4)
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{
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encrypted_lines.emplace_back(blocks[0].toStdString() + blocks[1].toStdString() +
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blocks[2].toStdString());
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}
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else
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{
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good = false;
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}
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}
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if (!good)
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{
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auto result = QMessageBox::warning(
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this, tr("Parsing Error"),
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tr("Unable to parse line %1 of the entered AR code as a valid "
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"encrypted or decrypted code. Make sure you typed it correctly.\n\n"
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"Would you like to ignore this line and continue parsing?")
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.arg(i + 1),
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QMessageBox::Ok | QMessageBox::Abort);
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if (result == QMessageBox::Abort)
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return;
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}
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}
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if (!encrypted_lines.empty())
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{
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if (!entries.empty())
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{
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auto result = QMessageBox::warning(
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this, tr("Invalid Mixed Code"),
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tr("This Action Replay code contains both encrypted and unencrypted lines; "
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"you should check that you have entered it correctly.\n\n"
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"Do you want to discard all unencrypted lines?"),
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QMessageBox::Yes | QMessageBox::No | QMessageBox::Cancel);
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// YES = Discard the unencrypted lines then decrypt the encrypted ones instead.
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// NO = Discard the encrypted lines, keep the unencrypted ones
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// CANCEL = Stop and let the user go back to editing
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switch (result)
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{
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case QMessageBox::Yes:
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entries.clear();
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break;
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case QMessageBox::No:
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encrypted_lines.clear();
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break;
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case QMessageBox::Cancel:
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return;
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default:
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break;
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}
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}
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ActionReplay::DecryptARCode(encrypted_lines, &entries);
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}
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if (entries.empty())
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{
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QMessageBox::critical(this, tr("Error"),
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tr("The resulting decrypted AR code doesn't contain any lines."));
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return;
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}
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m_code.name = m_name_edit->text().toStdString();
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m_code.ops = std::move(entries);
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m_code.active = true;
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m_code.user_defined = true;
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QDialog::accept();
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}
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@ -0,0 +1,29 @@
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// Copyright 2018 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "Core/ActionReplay.h"
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#include <QDialog>
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class QDialogButtonBox;
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class QLineEdit;
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class QTextEdit;
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class ARCodeEditor : public QDialog
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{
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public:
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explicit ARCodeEditor(ActionReplay::ARCode& ar);
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private:
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void CreateWidgets();
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void ConnectWidgets();
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void accept() override;
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QLineEdit* m_name_edit;
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QTextEdit* m_code_edit;
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QDialogButtonBox* m_button_box;
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ActionReplay::ARCode& m_code;
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};
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@ -0,0 +1,177 @@
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// Copyright 2018 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "DolphinQt2/Config/ARCodeWidget.h"
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#include <QButtonGroup>
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#include <QHBoxLayout>
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#include <QListWidget>
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#include <QPushButton>
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#include <QVBoxLayout>
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#include "Common/FileUtil.h"
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#include "Common/IniFile.h"
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#include "Core/ActionReplay.h"
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#include "Core/ConfigManager.h"
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#include "DolphinQt2/Config/ARCodeEditor.h"
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#include "DolphinQt2/Config/CheatWarningWidget.h"
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#include "DolphinQt2/GameList/GameFile.h"
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ARCodeWidget::ARCodeWidget(const GameFile& game)
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: m_game(game), m_game_id(game.GetGameID().toStdString()), m_game_revision(game.GetRevision())
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{
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CreateWidgets();
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ConnectWidgets();
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IniFile game_ini_local;
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// We don't use LoadLocalGameIni() here because user cheat codes that are installed via the UI
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// will always be stored in GS/${GAMEID}.ini
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game_ini_local.Load(File::GetUserPath(D_GAMESETTINGS_IDX) + m_game_id + ".ini");
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IniFile game_ini_default = SConfig::GetInstance().LoadDefaultGameIni(m_game_id, m_game_revision);
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m_ar_codes = ActionReplay::LoadCodes(game_ini_default, game_ini_local);
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UpdateList();
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OnSelectionChanged();
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}
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void ARCodeWidget::CreateWidgets()
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{
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m_warning = new CheatWarningWidget(m_game_id);
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m_code_list = new QListWidget;
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m_code_add = new QPushButton(tr("Add New Code..."));
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m_code_edit = new QPushButton(tr("Edit Code..."));
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m_code_remove = new QPushButton(tr("Remove Code"));
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auto* button_layout = new QHBoxLayout;
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button_layout->addWidget(m_code_add);
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button_layout->addWidget(m_code_edit);
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button_layout->addWidget(m_code_remove);
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QVBoxLayout* layout = new QVBoxLayout;
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layout->addWidget(m_warning);
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layout->addWidget(m_code_list);
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layout->addLayout(button_layout);
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setLayout(layout);
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}
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void ARCodeWidget::ConnectWidgets()
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{
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connect(m_warning, &CheatWarningWidget::OpenCheatEnableSettings, this,
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&ARCodeWidget::OpenGeneralSettings);
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connect(m_code_list, &QListWidget::itemChanged, this, &ARCodeWidget::OnItemChanged);
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connect(m_code_list, &QListWidget::itemSelectionChanged, this, &ARCodeWidget::OnSelectionChanged);
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connect(m_code_add, &QPushButton::pressed, this, &ARCodeWidget::OnCodeAddPressed);
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connect(m_code_edit, &QPushButton::pressed, this, &ARCodeWidget::OnCodeEditPressed);
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connect(m_code_remove, &QPushButton::pressed, this, &ARCodeWidget::OnCodeRemovePressed);
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}
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void ARCodeWidget::OnItemChanged(QListWidgetItem* item)
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{
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m_ar_codes[m_code_list->row(item)].active = (item->checkState() == Qt::Checked);
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SaveCodes();
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}
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void ARCodeWidget::OnSelectionChanged()
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{
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auto items = m_code_list->selectedItems();
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if (items.empty())
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return;
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const auto* selected = items[0];
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bool user_defined = m_ar_codes[m_code_list->row(selected)].user_defined;
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m_code_remove->setEnabled(user_defined);
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m_code_edit->setText(user_defined ? tr("Edit Code...") : tr("Clone and Edit Code..."));
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}
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void ARCodeWidget::UpdateList()
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{
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m_code_list->clear();
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for (const auto& ar : m_ar_codes)
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{
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auto* item = new QListWidgetItem(QString::fromStdString(ar.name)
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.replace(QStringLiteral("<"), QStringLiteral("<"))
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.replace(QStringLiteral(">"), QStringLiteral(">")));
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item->setFlags(Qt::ItemIsEnabled | Qt::ItemIsSelectable | Qt::ItemIsUserCheckable);
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item->setCheckState(ar.active ? Qt::Checked : Qt::Unchecked);
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m_code_list->addItem(item);
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}
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}
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void ARCodeWidget::SaveCodes()
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{
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IniFile game_ini_local;
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game_ini_local.Load(File::GetUserPath(D_GAMESETTINGS_IDX) + m_game_id + ".ini");
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ActionReplay::SaveCodes(&game_ini_local, m_ar_codes);
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game_ini_local.Save(File::GetUserPath(D_GAMESETTINGS_IDX) + m_game_id + ".ini");
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}
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void ARCodeWidget::OnCodeAddPressed()
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{
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ActionReplay::ARCode ar;
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ARCodeEditor ed(ar);
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ed.exec();
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m_ar_codes.push_back(std::move(ar));
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UpdateList();
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SaveCodes();
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}
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void ARCodeWidget::OnCodeEditPressed()
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{
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auto items = m_code_list->selectedItems();
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if (items.empty())
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return;
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const auto* selected = items[0];
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auto& current_ar = m_ar_codes[m_code_list->row(selected)];
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bool user_defined = current_ar.user_defined;
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ActionReplay::ARCode ar = current_ar;
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ARCodeEditor ed(user_defined ? current_ar : ar);
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ed.exec();
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if (!user_defined)
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m_ar_codes.push_back(ar);
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SaveCodes();
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UpdateList();
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}
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void ARCodeWidget::OnCodeRemovePressed()
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{
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auto items = m_code_list->selectedItems();
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if (items.empty())
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return;
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const auto* selected = items[0];
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m_ar_codes.erase(m_ar_codes.begin() + m_code_list->row(selected));
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SaveCodes();
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UpdateList();
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m_code_remove->setEnabled(false);
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}
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@ -0,0 +1,55 @@
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// Copyright 2018 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include <QWidget>
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#include <string>
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#include <vector>
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#include "Common/CommonTypes.h"
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#include "Core/ActionReplay.h"
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class CheatWarningWidget;
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class GameFile;
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class QLabel;
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class QListWidget;
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class QListWidgetItem;
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class QPushButton;
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class ARCodeWidget : public QWidget
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{
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Q_OBJECT
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public:
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explicit ARCodeWidget(const GameFile& game);
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signals:
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void OpenGeneralSettings();
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private:
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void OnSelectionChanged();
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void OnItemChanged(QListWidgetItem* item);
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void CreateWidgets();
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void ConnectWidgets();
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void UpdateList();
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void SaveCodes();
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void OnCodeAddPressed();
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void OnCodeEditPressed();
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void OnCodeRemovePressed();
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const GameFile& m_game;
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std::string m_game_id;
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u8 m_game_revision;
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CheatWarningWidget* m_warning;
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QListWidget* m_code_list;
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QPushButton* m_code_add;
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QPushButton* m_code_edit;
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QPushButton* m_code_remove;
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std::vector<ActionReplay::ARCode> m_ar_codes;
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};
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@ -6,6 +6,7 @@
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#include <QTabWidget>
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#include <QVBoxLayout>
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#include "DolphinQt2/Config/ARCodeWidget.h"
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#include "DolphinQt2/Config/FilesystemWidget.h"
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#include "DolphinQt2/Config/GeckoCodeWidget.h"
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#include "DolphinQt2/Config/InfoWidget.h"
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@ -20,12 +21,16 @@ PropertiesDialog::PropertiesDialog(QWidget* parent, const GameFile& game) : QDia
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QTabWidget* tab_widget = new QTabWidget(this);
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InfoWidget* info = new InfoWidget(game);
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ARCodeWidget* ar = new ARCodeWidget(game);
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GeckoCodeWidget* gecko = new GeckoCodeWidget(game);
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connect(gecko, &GeckoCodeWidget::OpenGeneralSettings, this,
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&PropertiesDialog::OpenGeneralSettings);
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connect(ar, &ARCodeWidget::OpenGeneralSettings, this, &PropertiesDialog::OpenGeneralSettings);
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tab_widget->addTab(info, tr("Info"));
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tab_widget->addTab(ar, tr("AR Codes"));
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tab_widget->addTab(gecko, tr("Gecko Codes"));
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if (DiscIO::IsDisc(game.GetPlatformID()))
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@ -60,6 +60,8 @@
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<!--NOTE: When adding moc'd files, you must list outputs in the ClCompile ItemGroup too!-->
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<ItemGroup>
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<QtMoc Include="AboutDialog.h" />
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<QtMoc Include="Config\ARCodeEditor.h" />
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<QtMoc Include="Config\ARCodeWidget.h" />
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<QtMoc Include="Config\CheatWarningWidget.h" />
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<QtMoc Include="Config\ControllersWindow.h" />
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<QtMoc Include="Config\FilesystemWidget.h" />
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@ -116,6 +118,8 @@
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</ItemGroup>
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<!--TODO figure out how to get QtMoc to add outputs to ClCompile's inputs...-->
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<ItemGroup>
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<ClCompile Include="$(QtMocOutPrefix)ARCodeEditor.cpp" />
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<ClCompile Include="$(QtMocOutPrefix)ARCodeWidget.cpp" />
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<ClCompile Include="$(QtMocOutPrefix)AboutDialog.cpp" />
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<ClCompile Include="$(QtMocOutPrefix)AdvancedPane.cpp" />
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<ClCompile Include="$(QtMocOutPrefix)AudioPane.cpp" />
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@ -170,6 +174,8 @@
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<ClCompile Include="$(QtMocOutPrefix)ToolBar.cpp" />
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<ClCompile Include="$(QtMocOutPrefix)WatchWidget.cpp" />
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<ClCompile Include="AboutDialog.cpp" />
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<ClCompile Include="Config\ARCodeEditor.cpp" />
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<ClCompile Include="Config\ARCodeWidget.cpp" />
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<ClCompile Include="Config\CheatWarningWidget.cpp" />
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<ClCompile Include="Config\ControllersWindow.cpp" />
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<ClCompile Include="Config\FilesystemWidget.cpp" />
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