Add LoadConfigFile to Controller, include file_util src in build
This commit is contained in:
@@ -12,6 +12,7 @@
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#include "app/editor/editor_manager.h"
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#include "app/gui/icons.h"
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#include "app/gui/style.h"
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#include "core/utils/file_util.h"
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#include "imgui/backends/imgui_impl_sdl2.h"
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#include "imgui/backends/imgui_impl_sdlrenderer2.h"
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#include "imgui/imgui.h"
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@@ -127,50 +128,50 @@ void HandleKeyDown(SDL_Event &event, editor::EditorManager &editor) {
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io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
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switch (event.key.keysym.sym) {
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case SDLK_BACKSPACE:
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case SDLK_LSHIFT:
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case SDLK_LCTRL:
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case SDLK_TAB:
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io.KeysDown[event.key.keysym.scancode] = (event.type == SDL_KEYDOWN);
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break;
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case SDLK_z:
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editor.emulator().snes().SetButtonState(1, 0, true);
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break;
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case SDLK_a:
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editor.emulator().snes().SetButtonState(1, 1, true);
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break;
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case SDLK_RSHIFT:
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editor.emulator().snes().SetButtonState(1, 2, true);
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break;
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case SDLK_RETURN:
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editor.emulator().snes().SetButtonState(1, 3, true);
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break;
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case SDLK_UP:
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editor.emulator().snes().SetButtonState(1, 4, true);
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break;
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case SDLK_DOWN:
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editor.emulator().snes().SetButtonState(1, 5, true);
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break;
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case SDLK_LEFT:
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editor.emulator().snes().SetButtonState(1, 6, true);
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break;
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case SDLK_RIGHT:
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editor.emulator().snes().SetButtonState(1, 7, true);
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break;
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case SDLK_x:
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editor.emulator().snes().SetButtonState(1, 8, true);
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break;
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case SDLK_s:
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editor.emulator().snes().SetButtonState(1, 9, true);
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break;
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case SDLK_d:
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editor.emulator().snes().SetButtonState(1, 10, true);
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break;
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case SDLK_c:
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editor.emulator().snes().SetButtonState(1, 11, true);
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break;
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default:
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break;
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case SDLK_BACKSPACE:
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case SDLK_LSHIFT:
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case SDLK_LCTRL:
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case SDLK_TAB:
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io.KeysDown[event.key.keysym.scancode] = (event.type == SDL_KEYDOWN);
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break;
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case SDLK_z:
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editor.emulator().snes().SetButtonState(1, 0, true);
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break;
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case SDLK_a:
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editor.emulator().snes().SetButtonState(1, 1, true);
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break;
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case SDLK_RSHIFT:
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editor.emulator().snes().SetButtonState(1, 2, true);
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break;
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case SDLK_RETURN:
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editor.emulator().snes().SetButtonState(1, 3, true);
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break;
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case SDLK_UP:
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editor.emulator().snes().SetButtonState(1, 4, true);
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break;
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case SDLK_DOWN:
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editor.emulator().snes().SetButtonState(1, 5, true);
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break;
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case SDLK_LEFT:
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editor.emulator().snes().SetButtonState(1, 6, true);
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break;
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case SDLK_RIGHT:
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editor.emulator().snes().SetButtonState(1, 7, true);
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break;
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case SDLK_x:
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editor.emulator().snes().SetButtonState(1, 8, true);
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break;
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case SDLK_s:
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editor.emulator().snes().SetButtonState(1, 9, true);
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break;
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case SDLK_d:
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editor.emulator().snes().SetButtonState(1, 10, true);
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break;
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case SDLK_c:
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editor.emulator().snes().SetButtonState(1, 11, true);
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break;
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default:
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break;
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}
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}
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@@ -185,44 +186,44 @@ void HandleKeyUp(SDL_Event &event, editor::EditorManager &editor) {
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io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
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switch (event.key.keysym.sym) {
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case SDLK_z:
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editor.emulator().snes().SetButtonState(1, 0, false);
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break;
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case SDLK_a:
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editor.emulator().snes().SetButtonState(1, 1, false);
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break;
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case SDLK_RSHIFT:
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editor.emulator().snes().SetButtonState(1, 2, false);
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break;
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case SDLK_RETURN:
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editor.emulator().snes().SetButtonState(1, 3, false);
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break;
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case SDLK_UP:
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editor.emulator().snes().SetButtonState(1, 4, false);
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break;
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case SDLK_DOWN:
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editor.emulator().snes().SetButtonState(1, 5, false);
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break;
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case SDLK_LEFT:
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editor.emulator().snes().SetButtonState(1, 6, false);
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break;
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case SDLK_RIGHT:
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editor.emulator().snes().SetButtonState(1, 7, false);
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break;
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case SDLK_x:
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editor.emulator().snes().SetButtonState(1, 8, false);
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break;
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case SDLK_s:
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editor.emulator().snes().SetButtonState(1, 9, false);
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break;
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case SDLK_d:
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editor.emulator().snes().SetButtonState(1, 10, false);
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break;
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case SDLK_c:
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editor.emulator().snes().SetButtonState(1, 11, false);
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break;
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default:
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break;
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case SDLK_z:
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editor.emulator().snes().SetButtonState(1, 0, false);
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break;
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case SDLK_a:
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editor.emulator().snes().SetButtonState(1, 1, false);
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break;
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case SDLK_RSHIFT:
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editor.emulator().snes().SetButtonState(1, 2, false);
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break;
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case SDLK_RETURN:
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editor.emulator().snes().SetButtonState(1, 3, false);
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break;
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case SDLK_UP:
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editor.emulator().snes().SetButtonState(1, 4, false);
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break;
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case SDLK_DOWN:
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editor.emulator().snes().SetButtonState(1, 5, false);
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break;
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case SDLK_LEFT:
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editor.emulator().snes().SetButtonState(1, 6, false);
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break;
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case SDLK_RIGHT:
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editor.emulator().snes().SetButtonState(1, 7, false);
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break;
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case SDLK_x:
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editor.emulator().snes().SetButtonState(1, 8, false);
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break;
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case SDLK_s:
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editor.emulator().snes().SetButtonState(1, 9, false);
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break;
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case SDLK_d:
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editor.emulator().snes().SetButtonState(1, 10, false);
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break;
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case SDLK_c:
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editor.emulator().snes().SetButtonState(1, 11, false);
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break;
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default:
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break;
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}
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}
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@@ -246,7 +247,7 @@ void HandleMouseMovement(int &wheel) {
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io.MouseWheel = static_cast<float>(wheel);
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}
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} // namespace
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} // namespace
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absl::Status Controller::OnEntry(std::string filename) {
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#if defined(__APPLE__) && defined(__MACH__)
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@@ -280,32 +281,32 @@ void Controller::OnInput() {
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while (SDL_PollEvent(&event)) {
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switch (event.type) {
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case SDL_KEYDOWN:
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HandleKeyDown(event, editor_manager_);
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case SDL_KEYDOWN:
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HandleKeyDown(event, editor_manager_);
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break;
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case SDL_KEYUP:
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HandleKeyUp(event, editor_manager_);
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break;
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case SDL_TEXTINPUT:
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io.AddInputCharactersUTF8(event.text.text);
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break;
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case SDL_MOUSEWHEEL:
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wheel = event.wheel.y;
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break;
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case SDL_WINDOWEVENT:
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switch (event.window.event) {
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case SDL_WINDOWEVENT_CLOSE:
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active_ = false;
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break;
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case SDL_KEYUP:
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HandleKeyUp(event, editor_manager_);
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break;
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case SDL_TEXTINPUT:
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io.AddInputCharactersUTF8(event.text.text);
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break;
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case SDL_MOUSEWHEEL:
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wheel = event.wheel.y;
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break;
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case SDL_WINDOWEVENT:
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switch (event.window.event) {
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case SDL_WINDOWEVENT_CLOSE:
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active_ = false;
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break;
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case SDL_WINDOWEVENT_SIZE_CHANGED:
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ChangeWindowSizeEvent(event);
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break;
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default:
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break;
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}
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case SDL_WINDOWEVENT_SIZE_CHANGED:
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ChangeWindowSizeEvent(event);
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break;
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default:
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break;
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}
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break;
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default:
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break;
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}
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}
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@@ -368,11 +369,11 @@ absl::Status Controller::CreateSDL_Window() {
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int screenHeight = displayMode.h * 0.8;
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window_ = std::unique_ptr<SDL_Window, core::SDL_Deleter>(
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SDL_CreateWindow("Yet Another Zelda3 Editor", // window title
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SDL_WINDOWPOS_UNDEFINED, // initial x position
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SDL_WINDOWPOS_UNDEFINED, // initial y position
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screenWidth, // width, in pixels
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screenHeight, // height, in pixels
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SDL_CreateWindow("Yet Another Zelda3 Editor", // window title
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SDL_WINDOWPOS_UNDEFINED, // initial x position
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SDL_WINDOWPOS_UNDEFINED, // initial y position
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screenWidth, // width, in pixels
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screenHeight, // height, in pixels
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SDL_WINDOW_RESIZABLE),
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core::SDL_Deleter());
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if (window_ == nullptr) {
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@@ -405,18 +406,18 @@ absl::Status Controller::CreateGuiContext() {
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// Check if the assets/fonts directory exists in our CWD
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// Otherwise, load the system fonts.
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const auto assets_path = std::filesystem::path("assets");
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if (std::filesystem::is_directory(assets_path)) {
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RETURN_IF_ERROR(LoadFontFamilies());
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} else {
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#ifdef __APPLE__
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LoadSystemFonts();
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#else
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return absl::InternalError(
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"Could not find assets/fonts directory in the current working "
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"directory");
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#endif
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}
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// const auto assets_path = std::filesystem::path("assets");
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// if (std::filesystem::is_directory(assets_path)) {
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RETURN_IF_ERROR(LoadFontFamilies());
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// } else {
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// #ifdef __APPLE__
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// LoadSystemFonts();
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// #else
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// return absl::InternalError(
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// "Could not find assets/fonts directory in the current working "
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// "directory");
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// #endif
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//}
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// Set the default style
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gui::ColorsYaze();
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@@ -428,6 +429,30 @@ absl::Status Controller::CreateGuiContext() {
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return absl::OkStatus();
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}
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absl::Status Controller::LoadConfigFiles() {
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// Create and load a dotfile for the application
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// This will store the user's preferences and settings
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std::string config_directory = GetConfigDirectory(platform_);
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// Create the directory if it doesn't exist
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if (!std::filesystem::exists(config_directory)) {
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std::filesystem::create_directory(config_directory);
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}
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// Check if the config file exists
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std::string config_file = config_directory + "yaze.cfg";
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if (!std::filesystem::exists(config_file)) {
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// Create the file if it doesn't exist
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std::ofstream file(config_file);
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if (!file.is_open()) {
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return absl::InternalError(
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absl::StrFormat("Failed to create config file %s", config_file));
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}
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}
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return absl::OkStatus();
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}
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absl::Status Controller::LoadFontFamilies() const {
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ImGuiIO &io = ImGui::GetIO();
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@@ -437,8 +462,8 @@ absl::Status Controller::LoadFontFamilies() const {
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static const char *DROID_SANS = "DroidSans.ttf";
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static const char *NOTO_SANS_JP = "NotoSansJP.ttf";
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static const char *IBM_PLEX_JP = "IBMPlexSansJP-Bold.ttf";
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static const float FONT_SIZE_DEFAULT = 14.0f;
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static const float FONT_SIZE_DROID_SANS = 16.0f;
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static const float FONT_SIZE_DEFAULT = 16.0f;
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static const float FONT_SIZE_DROID_SANS = 18.0f;
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static const float ICON_FONT_SIZE = 18.0f;
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// Icon configuration
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@@ -457,8 +482,8 @@ absl::Status Controller::LoadFontFamilies() const {
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icons_config.PixelSnapH = true;
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// List of fonts to be loaded
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std::vector<const char *> font_paths = {KARLA_REGULAR, ROBOTO_MEDIUM,
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COUSINE_REGULAR, IBM_PLEX_JP};
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std::vector<const char *> font_paths = {
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KARLA_REGULAR, ROBOTO_MEDIUM, COUSINE_REGULAR, IBM_PLEX_JP, DROID_SANS};
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// Load fonts with associated icon and Japanese merges
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for (const auto &font_path : font_paths) {
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@@ -532,7 +557,7 @@ absl::Status Controller::LoadAudioDevice() {
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want.format = AUDIO_S16;
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want.channels = 2;
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want.samples = 2048;
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want.callback = NULL; // Uses the queue
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want.callback = NULL; // Uses the queue
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audio_device_ = SDL_OpenAudioDevice(NULL, 0, &want, &have, 0);
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if (audio_device_ == 0) {
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return absl::InternalError(
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@@ -546,6 +571,6 @@ absl::Status Controller::LoadAudioDevice() {
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return absl::OkStatus();
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}
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} // namespace core
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} // namespace app
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} // namespace yaze
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} // namespace core
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} // namespace app
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} // namespace yaze
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@@ -12,10 +12,9 @@
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#include "imgui/imgui_internal.h"
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#include "absl/status/status.h"
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#include "app/core/platform/renderer.h"
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#include "app/core/utils/file_util.h"
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#include "app/editor/editor_manager.h"
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#include "app/editor/utils/editor.h"
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#include "app/gui/icons.h"
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#include "app/gui/style.h"
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int main(int argc, char **argv);
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@@ -23,8 +22,6 @@ namespace yaze {
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namespace app {
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namespace core {
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enum class Platform { kUnknown, kMacOS, kiOS, kWindows, kLinux };
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/**
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* @brief Main controller for the application.
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*
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@@ -44,6 +41,7 @@ class Controller : public ExperimentFlags {
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absl::Status CreateSDL_Window();
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absl::Status CreateRenderer();
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absl::Status CreateGuiContext();
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absl::Status LoadConfigFiles();
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absl::Status LoadFontFamilies() const;
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absl::Status LoadAudioDevice();
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@@ -5,6 +5,7 @@ set(
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app/core/labeling.cc
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app/emu/emulator.cc
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app/core/message.cc
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app/core/utils/file_util.cc
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)
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if (WIN32 OR MINGW OR UNIX AND NOT APPLE)
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@@ -16,7 +17,7 @@ if (WIN32 OR MINGW OR UNIX AND NOT APPLE)
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endif()
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if(APPLE)
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list(APPEND YAZE_APP_CORE_SRC
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list(APPEND YAZE_APP_CORE_SRC
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app/core/platform/file_dialog.mm
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app/core/platform/app_delegate.mm
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app/core/platform/font_loader.mm
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@@ -29,4 +30,4 @@ if(APPLE)
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message(FATAL_ERROR "Cocoa not found")
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endif()
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set(CMAKE_EXE_LINKER_FLAGS "-framework ServiceManagement -framework Foundation -framework Cocoa")
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endif()
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endif()
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