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https://github.com/RetroDECK/Duckstation.git
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FullscreenUI: Remove Pause on Menu open
And always pause. The option never really worked correctly.
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0d5ffda3d3
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3ab27e7220
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@ -679,7 +679,7 @@ void FullscreenUI::ToggleTheme()
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void FullscreenUI::PauseForMenuOpen(bool set_pause_menu_open)
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{
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s_was_paused_on_quick_menu_open = (System::GetState() == System::State::Paused);
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if (g_settings.pause_on_menu && !s_was_paused_on_quick_menu_open)
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if (!s_was_paused_on_quick_menu_open)
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Host::RunOnCPUThread([]() { System::PauseSystem(true); });
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s_pause_menu_was_open |= set_pause_menu_open;
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@ -2722,9 +2722,6 @@ void FullscreenUI::DrawInterfaceSettingsPage()
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FSUI_CSTR("Pauses the emulator when you minimize the window or switch to another "
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"application, and unpauses when you switch back."),
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"Main", "PauseOnFocusLoss", false);
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DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_WINDOW_MAXIMIZE, "Pause On Menu"),
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FSUI_CSTR("Pauses the emulator when you open the quick menu, and unpauses when you close it."),
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"Main", "PauseOnMenu", true);
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DrawToggleSetting(
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bsi, FSUI_ICONSTR(ICON_FA_POWER_OFF, "Confirm Power Off"),
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FSUI_CSTR("Determines whether a prompt will be displayed to confirm shutting down the emulator/game "
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@ -7084,11 +7081,9 @@ TRANSLATE_NOOP("FullscreenUI", "Patches");
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TRANSLATE_NOOP("FullscreenUI", "Patches the BIOS to skip the boot animation. Safe to enable.");
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TRANSLATE_NOOP("FullscreenUI", "Path");
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TRANSLATE_NOOP("FullscreenUI", "Pause On Focus Loss");
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TRANSLATE_NOOP("FullscreenUI", "Pause On Menu");
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TRANSLATE_NOOP("FullscreenUI", "Pause On Start");
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TRANSLATE_NOOP("FullscreenUI", "Pauses the emulator when a game is started.");
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TRANSLATE_NOOP("FullscreenUI", "Pauses the emulator when you minimize the window or switch to another application, and unpauses when you switch back.");
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TRANSLATE_NOOP("FullscreenUI", "Pauses the emulator when you open the quick menu, and unpauses when you close it.");
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TRANSLATE_NOOP("FullscreenUI", "Per-Game Configuration");
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TRANSLATE_NOOP("FullscreenUI", "Per-game controller configuration initialized with global settings.");
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TRANSLATE_NOOP("FullscreenUI", "Performance enhancement - jumps directly between blocks instead of returning to the dispatcher.");
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@ -144,7 +144,6 @@ void Settings::Load(SettingsInterface& si)
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start_paused = si.GetBoolValue("Main", "StartPaused", false);
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start_fullscreen = si.GetBoolValue("Main", "StartFullscreen", false);
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pause_on_focus_loss = si.GetBoolValue("Main", "PauseOnFocusLoss", false);
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pause_on_menu = si.GetBoolValue("Main", "PauseOnMenu", true);
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save_state_on_exit = si.GetBoolValue("Main", "SaveStateOnExit", true);
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create_save_state_backups = si.GetBoolValue("Main", "CreateSaveStateBackups", DEFAULT_SAVE_STATE_BACKUPS);
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compress_save_states = si.GetBoolValue("Main", "CompressSaveStates", DEFAULT_SAVE_STATE_COMPRESSION);
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@ -408,7 +407,6 @@ void Settings::Save(SettingsInterface& si) const
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si.SetBoolValue("Main", "StartPaused", start_paused);
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si.SetBoolValue("Main", "StartFullscreen", start_fullscreen);
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si.SetBoolValue("Main", "PauseOnFocusLoss", pause_on_focus_loss);
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si.SetBoolValue("Main", "PauseOnMenu", pause_on_menu);
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si.SetBoolValue("Main", "SaveStateOnExit", save_state_on_exit);
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si.SetBoolValue("Main", "CreateSaveStateBackups", create_save_state_backups);
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si.SetBoolValue("Main", "CompressSaveStates", compress_save_states);
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@ -75,7 +75,6 @@ struct Settings
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bool start_paused = false;
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bool start_fullscreen = false;
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bool pause_on_focus_loss = false;
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bool pause_on_menu = true;
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bool save_state_on_exit = true;
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bool create_save_state_backups = DEFAULT_SAVE_STATE_BACKUPS;
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bool compress_save_states = DEFAULT_SAVE_STATE_COMPRESSION;
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@ -113,6 +113,7 @@ static void GenerateRelativeMouseEvents();
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static bool DoEventHook(InputBindingKey key, float value);
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static bool PreprocessEvent(InputBindingKey key, float value, GenericInputBinding generic_key);
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static bool ProcessEvent(InputBindingKey key, float value, bool skip_button_handlers);
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static void LoadMacroButtonConfig(SettingsInterface& si, const std::string& section, u32 pad,
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const Controller::ControllerInfo* cinfo);
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@ -844,7 +845,11 @@ bool InputManager::InvokeEvents(InputBindingKey key, float value, GenericInputBi
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// If imgui ate the event, don't fire our handlers.
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const bool skip_button_handlers = PreprocessEvent(key, value, generic_key);
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return ProcessEvent(key, value, skip_button_handlers);
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}
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bool InputManager::ProcessEvent(InputBindingKey key, float value, bool skip_button_handlers)
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{
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// find all the bindings associated with this key
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const InputBindingKey masked_key = key.MaskDirection();
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const auto range = s_binding_map.equal_range(masked_key);
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@ -856,6 +861,7 @@ bool InputManager::InvokeEvents(InputBindingKey key, float value, GenericInputBi
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for (auto it = range.first; it != range.second; ++it)
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{
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InputBinding* binding = it->second.get();
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// find the key which matches us
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for (u32 i = 0; i < binding->num_keys; i++)
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{
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@ -865,6 +871,7 @@ bool InputManager::InvokeEvents(InputBindingKey key, float value, GenericInputBi
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const u8 bit = static_cast<u8>(1) << i;
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const bool negative = binding->keys[i].modifier == InputModifier::Negate;
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const bool new_state = (negative ? (value < 0.0f) : (value > 0.0f));
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float value_to_pass = 0.0f;
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switch (binding->keys[i].modifier)
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{
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