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Qt: Remove files that were accidentally not deleted
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/* Copyright (c) 2013-2015 Jeffrey Pfau
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*
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef QGBA_GAME_CONTROLLER
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#define QGBA_GAME_CONTROLLER
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#include <QAtomicInt>
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#include <QFile>
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#include <QImage>
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#include <QObject>
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#include <QString>
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#include <QTimer>
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#include <memory>
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#include <functional>
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#include <mgba/core/core.h>
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#include <mgba/core/thread.h>
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#include <mgba/gba/interface.h>
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#include <mgba/internal/gba/input.h>
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#ifdef BUILD_SDL
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#include "platform/sdl/sdl-events.h"
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#endif
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struct Configuration;
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struct GBAAudio;
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struct mCoreConfig;
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struct mDebugger;
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struct mTileCache;
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struct mVideoLogContext;
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namespace QGBA {
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class AudioProcessor;
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class InputController;
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class MultiplayerController;
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class Override;
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class GameController : public QObject {
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Q_OBJECT
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public:
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static const bool VIDEO_SYNC = false;
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static const bool AUDIO_SYNC = true;
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class Interrupter {
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public:
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Interrupter(GameController*, bool fromThread = false);
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~Interrupter();
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private:
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GameController* m_parent;
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bool m_fromThread;
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};
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GameController(QObject* parent = nullptr);
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~GameController();
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const uint32_t* drawContext() const { return m_drawContext; }
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mCoreThread* thread() { return &m_threadContext; }
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mCheatDevice* cheatDevice() { return m_threadContext.core ? m_threadContext.core->cheatDevice(m_threadContext.core) : nullptr; }
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void threadInterrupt();
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void threadContinue();
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bool isPaused();
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bool isLoaded() { return m_gameOpen && mCoreThreadIsActive(&m_threadContext); }
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mPlatform platform() const;
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bool audioSync() const { return m_audioSync; }
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bool videoSync() const { return m_videoSync; }
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QSize screenDimensions() const;
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QPair<unsigned, unsigned> frameRate() const;
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void setInputController(InputController* controller) { m_inputController = controller; }
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void setMultiplayerController(MultiplayerController* controller);
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MultiplayerController* multiplayerController() { return m_multiplayer; }
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void clearMultiplayerController();
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void setOverride(Override* override);
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Override* override() { return m_override; }
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void clearOverride();
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void setConfig(const mCoreConfig*);
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int stateSlot() const { return m_stateSlot; }
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#ifdef USE_DEBUGGERS
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mDebugger* debugger();
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void setDebugger(mDebugger*);
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#endif
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std::shared_ptr<mTileCache> tileCache();
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signals:
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void frameAvailable(const uint32_t*);
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void gameStarted(mCoreThread*, const QString& fname);
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void gameStopped(mCoreThread*);
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void gamePaused(mCoreThread*);
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void gameUnpaused(mCoreThread*);
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void gameCrashed(const QString& errorMessage);
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void gameFailed();
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void stateLoaded(mCoreThread*);
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void rewound(mCoreThread*);
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void unimplementedBiosCall(int);
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void luminanceValueChanged(int);
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void statusPosted(const QString& message);
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void postLog(int level, int category, const QString& log);
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public slots:
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void loadGame(const QString& path);
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void loadGame(VFile* vf, const QString& path, const QString& base);
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void loadBIOS(int platform, const QString& path);
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void loadSave(const QString& path, bool temporary = true);
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void yankPak();
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void replaceGame(const QString& path);
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void setUseBIOS(bool);
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void loadPatch(const QString& path);
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void importSharkport(const QString& path);
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void exportSharkport(const QString& path);
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void bootBIOS();
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void closeGame();
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void setPaused(bool paused);
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void reset();
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void frameAdvance();
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void setRewind(bool enable, int capacity, bool rewindSave);
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void rewind(int states = 0);
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void startRewinding();
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void stopRewinding();
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void keyPressed(int key);
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void keyReleased(int key);
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void cursorLocation(int x, int y);
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void cursorDown(bool);
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void clearKeys();
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void setAutofire(int key, bool enable);
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void setAudioBufferSamples(int samples);
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void setAudioSampleRate(unsigned rate);
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void setAudioChannelEnabled(int channel, bool enable = true);
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void startAudio();
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void setVideoLayerEnabled(int layer, bool enable = true);
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void setFPSTarget(float fps);
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void loadState(int slot = 0);
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void saveState(int slot = 0);
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void loadBackupState();
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void saveBackupState();
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void setTurbo(bool, bool forced = true);
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void setTurboSpeed(float ratio);
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void setSync(bool);
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void setAudioSync(bool);
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void setVideoSync(bool);
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void setAVStream(mAVStream*);
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void clearAVStream();
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void reloadAudioDriver();
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void setSaveStateExtdata(int flags);
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void setLoadStateExtdata(int flags);
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void setPreload(bool);
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#ifdef USE_PNG
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void screenshot();
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#endif
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void setLuminanceValue(uint8_t value);
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uint8_t luminanceValue() const { return m_luxValue; }
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void setLuminanceLevel(int level);
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void increaseLuminanceLevel() { setLuminanceLevel(m_luxLevel + 1); }
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void decreaseLuminanceLevel() { setLuminanceLevel(m_luxLevel - 1); }
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void setRealTime();
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void setFixedTime(const QDateTime& time);
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void setFakeEpoch(const QDateTime& time);
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void setLogLevel(int);
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void enableLogLevel(int);
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void disableLogLevel(int);
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void startVideoLog(const QString& path);
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void endVideoLog();
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private slots:
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void openGame(bool bios = false);
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void crashGame(const QString& crashMessage);
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void cleanGame();
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void pollEvents();
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void updateAutofire();
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private:
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void updateKeys();
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void redoSamples(int samples);
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void enableTurbo();
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uint32_t* m_drawContext = nullptr;
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uint32_t* m_frontBuffer = nullptr;
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mCoreThread m_threadContext{};
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const mCoreConfig* m_config;
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mCheatDevice* m_cheatDevice;
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int m_activeKeys = 0;
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int m_activeButtons = 0;
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int m_inactiveKeys = 0;
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int m_logLevels = 0;
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bool m_gameOpen = false;
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QString m_fname;
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QString m_fsub;
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VFile* m_vf = nullptr;
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QString m_bios;
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bool m_useBios = false;
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QString m_patch;
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Override* m_override = nullptr;
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AudioProcessor* m_audioProcessor;
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QAtomicInt m_pauseAfterFrame{false};
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QList<std::function<void ()>> m_resetActions;
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bool m_sync = true;
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bool m_videoSync = VIDEO_SYNC;
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bool m_audioSync = AUDIO_SYNC;
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float m_fpsTarget = -1;
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bool m_turbo = false;
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bool m_turboForced = false;
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float m_turboSpeed = -1;
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bool m_wasPaused = false;
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std::shared_ptr<mTileCache> m_tileCache;
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QList<bool> m_audioChannels;
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QList<bool> m_videoLayers;
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bool m_autofire[GBA_KEY_MAX] = {};
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int m_autofireStatus[GBA_KEY_MAX] = {};
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int m_stateSlot = 1;
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struct VFile* m_backupLoadState = nullptr;
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QByteArray m_backupSaveState{nullptr};
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int m_saveStateFlags;
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int m_loadStateFlags;
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bool m_preload = false;
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InputController* m_inputController = nullptr;
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MultiplayerController* m_multiplayer = nullptr;
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mAVStream* m_stream = nullptr;
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mVideoLogContext* m_vl = nullptr;
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VFile* m_vlVf = nullptr;
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struct GameControllerLux : GBALuminanceSource {
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GameController* p;
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uint8_t value;
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} m_lux;
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uint8_t m_luxValue;
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int m_luxLevel;
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};
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}
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#endif
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