Move more logic from frontend to base HostInterface
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@@ -22,16 +22,22 @@ public:
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SDLHostInterface();
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~SDLHostInterface();
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static std::unique_ptr<SDLHostInterface> Create(const char* filename = nullptr, const char* exp1_filename = nullptr,
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const char* save_state_filename = nullptr);
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static std::string GetSaveStateFilename(u32 index);
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static std::unique_ptr<SDLHostInterface> Create();
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void ReportError(const char* message) override;
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void ReportMessage(const char* message) override;
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void Run();
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protected:
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bool AcquireHostDisplay() override;
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void ReleaseHostDisplay() override;
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std::unique_ptr<AudioStream> CreateAudioStream(AudioBackend backend) override;
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void OnSystemCreated() override;
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void OnSystemPaused(bool paused) override;
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void OnSystemDestroyed();
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private:
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enum class KeyboardControllerAction
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{
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@@ -62,9 +68,6 @@ private:
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float last_rumble_strength;
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};
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static constexpr u32 NUM_QUICK_SAVE_STATES = 10;
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static constexpr char RESUME_SAVESTATE_FILENAME[] = "savestate_resume.bin";
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bool HasSystem() const { return static_cast<bool>(m_system); }
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#ifdef WIN32
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@@ -78,26 +81,16 @@ private:
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bool CreateDisplay();
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void DestroyDisplay();
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void CreateImGuiContext();
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void CreateAudioStream();
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void SaveSettings();
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void QueueUpdateSettings();
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void QueueSwitchGPURenderer();
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void SwitchGPURenderer();
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void SwitchAudioBackend();
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void UpdateFullscreen();
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void UpdateControllerMapping();
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// We only pass mouse input through if it's grabbed
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void DrawImGui();
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void DoPowerOff();
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void DoResume();
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void DoStartDisc();
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void DoStartBIOS();
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void DoChangeDisc();
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void DoLoadState(u32 index);
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void DoSaveState(u32 index);
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void DoTogglePause();
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void DoFrameStep();
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void DoToggleFullscreen();
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@@ -122,6 +115,7 @@ private:
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void DrawSettingsWindow();
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void DrawAboutWindow();
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bool DrawFileChooser(const char* label, std::string* path, const char* filter = nullptr);
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void ClearImGuiFocus();
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SDL_Window* m_window = nullptr;
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std::unique_ptr<HostDisplayTexture> m_app_icon_texture;
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@@ -132,7 +126,7 @@ private:
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std::array<s32, SDL_CONTROLLER_AXIS_MAX> m_controller_axis_mapping{};
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std::array<s32, SDL_CONTROLLER_BUTTON_MAX> m_controller_button_mapping{};
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u32 m_switch_gpu_renderer_event_id = 0;
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u32 m_update_settings_event_id = 0;
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bool m_quit_request = false;
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bool m_frame_step_request = false;
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