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Changed the menu position for the button swap setting
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parent
0e636f1bb3
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@ -1280,6 +1280,17 @@ void GuiMenu::openInputDeviceOptions()
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}
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});
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// Whether to swap the A/B and X/Y buttons.
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auto inputSwapButtons = std::make_shared<SwitchComponent>();
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inputSwapButtons->setState(Settings::getInstance()->getBool("InputSwapButtons"));
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s->addWithLabel("SWAP A/B AND X/Y BUTTONS", inputSwapButtons);
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s->addSaveFunc([inputSwapButtons, s] {
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if (Settings::getInstance()->getBool("InputSwapButtons") != inputSwapButtons->getState()) {
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Settings::getInstance()->setBool("InputSwapButtons", inputSwapButtons->getState());
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s->setNeedsSaving();
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}
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});
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// Whether to ignore keyboard input (except the quit shortcut).
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auto inputIgnoreKeyboard = std::make_shared<SwitchComponent>();
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inputIgnoreKeyboard->setState(Settings::getInstance()->getBool("InputIgnoreKeyboard"));
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@ -1293,17 +1304,6 @@ void GuiMenu::openInputDeviceOptions()
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}
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});
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// Whether to swap the A/B and X/Y buttons.
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auto inputSwapButtons = std::make_shared<SwitchComponent>();
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inputSwapButtons->setState(Settings::getInstance()->getBool("InputSwapButtons"));
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s->addWithLabel("SWAP A/B AND X/Y BUTTONS", inputSwapButtons);
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s->addSaveFunc([inputSwapButtons, s] {
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if (Settings::getInstance()->getBool("InputSwapButtons") != inputSwapButtons->getState()) {
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Settings::getInstance()->setBool("InputSwapButtons", inputSwapButtons->getState());
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s->setNeedsSaving();
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}
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});
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// Configure keyboard and controllers.
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ComponentListRow configureInputRow;
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configureInputRow.elements.clear();
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@ -245,8 +245,8 @@ void Settings::setDefaults()
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mBoolMap["InputTouchOverlay"] = {true, true};
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#endif
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mBoolMap["InputOnlyFirstController"] = {false, false};
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mBoolMap["InputIgnoreKeyboard"] = {false, false};
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mBoolMap["InputSwapButtons"] = {false, false};
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mBoolMap["InputIgnoreKeyboard"] = {false, false};
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// Game collection settings.
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mStringMap["CollectionSystemsAuto"] = {"", ""};
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