diff --git a/src/platform/qt/GBAKeyEditor.cpp b/src/platform/qt/GBAKeyEditor.cpp index 3a0c31257..97158af94 100644 --- a/src/platform/qt/GBAKeyEditor.cpp +++ b/src/platform/qt/GBAKeyEditor.cpp @@ -237,11 +237,15 @@ void GBAKeyEditor::lookupAxes(const GBAInputMap* map) { #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() { diff --git a/src/platform/qt/InputController.cpp b/src/platform/qt/InputController.cpp index 1e5128035..73a9a9e1a 100644 --- a/src/platform/qt/InputController.cpp +++ b/src/platform/qt/InputController.cpp @@ -19,15 +19,19 @@ extern "C" { 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);