per-game vmu A1 option
When enabled, each game has its own A1 vmu file. Issue #555
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@ -181,6 +181,7 @@ std::array<std::array<Option<MapleDeviceType>, 2>, 4> MapleExpansionDevices {
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Option<MapleDeviceType>("device4.1", MDT_None, "input"),
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Option<MapleDeviceType>("device4.2", MDT_None, "input"),
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};
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Option<bool> PerGameVmu("PerGameVmu", false, "config");
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#ifdef _WIN32
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Option<bool, false> UseRawInput("RawInput", false, "input");
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#endif
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@ -521,6 +521,7 @@ extern Option<int> MouseSensitivity;
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extern Option<int> VirtualGamepadVibration;
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extern std::array<Option<MapleDeviceType>, 4> MapleMainDevices;
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extern std::array<std::array<Option<MapleDeviceType>, 2>, 4> MapleExpansionDevices;
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extern Option<bool> PerGameVmu;
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#ifdef _WIN32
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extern Option<bool, false> UseRawInput;
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#else
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@ -30,6 +30,9 @@ namespace hostfs
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std::string getVmuPath(const std::string& port)
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{
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if (port == "A1" && config::PerGameVmu && !settings.content.path.empty())
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return get_game_save_prefix() + "_vmu_save_A1.bin";
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char tempy[512];
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sprintf(tempy, "vmu_save_%s.bin", port.c_str());
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// VMU saves used to be stored in .reicast, not in .reicast/data
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@ -1652,6 +1652,7 @@ static void gui_display_settings()
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}
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ImGui::PopItemWidth();
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}
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OptionCheckbox("Per Game VMU A1", config::PerGameVmu, "When enabled, each game has its own VMU on port 1 of controller A.");
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}
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ImGui::PopStyleVar();
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