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Input: return pad connection in get_next_button_press
This fix some minor race condition in the UI that had no real consequences just by chance.
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6c0bc43776
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871ef2cdfe
9 changed files with 73 additions and 67 deletions
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@ -381,7 +381,7 @@ public:
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bool Init() override;
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std::vector<pad_list_entry> list_devices() override;
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bool bindPadToDevice(std::shared_ptr<Pad> pad, u8 player_id) override;
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void get_next_button_press(const std::string& padId, const pad_callback& callback, const pad_fail_callback& fail_callback, bool get_blacklist = false, const std::vector<std::string>& buttons = {}) override;
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connection get_next_button_press(const std::string& padId, const pad_callback& callback, const pad_fail_callback& fail_callback, bool get_blacklist = false, const std::vector<std::string>& buttons = {}) override;
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void get_motion_sensors(const std::string& padId, const motion_callback& callback, const motion_fail_callback& fail_callback, motion_preview_values preview_values, const std::array<AnalogSensor, 4>& sensors) override;
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std::unordered_map<u32, std::string> get_motion_axis_list() const override;
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void SetPadData(const std::string& padId, u8 player_id, u8 large_motor, u8 small_motor, s32 r, s32 g, s32 b, bool player_led, bool battery_led, u32 battery_led_brightness) override;
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