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a8093c2a3c
mainly doing this to reduce memory footprint; we all know how nice ankerl::unordered_dense is in theory 4x faster - in practice these maps arent that "hot" anyways so not likely to have much perf gained i just want to reduce mem fragmentation to ease my porting process, plus it helps other platforms as well (ahem weak Mediatek devices) :) Signed-off-by: lizzie <lizzie@eden-emu.dev> Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3442 Reviewed-by: DraVee <dravee@eden-emu.dev> Reviewed-by: CamilleLaVey <camillelavey99@gmail.com> Co-authored-by: lizzie <lizzie@eden-emu.dev> Co-committed-by: lizzie <lizzie@eden-emu.dev>
40 lines
1.0 KiB
C++
40 lines
1.0 KiB
C++
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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// SPDX-FileCopyrightText: Copyright 2020 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <string>
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#include <ankerl/unordered_dense.h>
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#include "qt_common/config/qt_config.h"
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namespace Core {
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class System;
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}
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class Config;
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class InputProfiles {
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public:
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explicit InputProfiles();
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virtual ~InputProfiles();
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std::vector<std::string> GetInputProfileNames();
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static bool IsProfileNameValid(std::string_view profile_name);
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bool CreateProfile(const std::string& profile_name, std::size_t player_index);
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bool DeleteProfile(const std::string& profile_name);
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bool LoadProfile(const std::string& profile_name, std::size_t player_index);
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bool SaveProfile(const std::string& profile_name, std::size_t player_index);
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private:
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bool ProfileExistsInMap(const std::string& profile_name) const;
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ankerl::unordered_dense::map<std::string, std::unique_ptr<QtConfig>> map_profiles;
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};
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