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Fixed an issue where the controller type setting was not saved when it should.
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parent
9fdd3bc040
commit
a07e8a28fc
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@ -19,7 +19,6 @@
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#include "guis/GuiMsgBox.h"
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#include "guis/GuiScraperMenu.h"
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#include "guis/GuiScreensaverOptions.h"
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#include "guis/GuiSettings.h"
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#include "views/gamelist/IGameListView.h"
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#include "views/UIModeController.h"
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#include "views/ViewController.h"
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@ -827,14 +826,21 @@ void GuiMenu::openInputDeviceOptions()
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(mWindow, "CONFIGURE KEYBOARD AND CONTROLLERS",
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Font::get(FONT_SIZE_MEDIUM), 0x777777FF), true);
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configure_input_row.addElement(makeArrow(mWindow), false);
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configure_input_row.makeAcceptInputHandler(std::bind(&GuiMenu::openConfigInput, this));
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configure_input_row.makeAcceptInputHandler(std::bind(&GuiMenu::openConfigInput, this, s));
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s->addRow(configure_input_row);
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mWindow->pushGui(s);
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}
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void GuiMenu::openConfigInput()
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void GuiMenu::openConfigInput(GuiSettings* settings)
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{
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// Always save the settings before starting the input configuration, in case the
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// controller type was changed.
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settings->save();
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// Also unset the save flag so that a double saving does not take place when closing
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// the input device settings menu later on.
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settings->setNeedsSaving(false);
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std::string message =
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"THE KEYBOARD AND ANY CONNECTED CONTROLLERS\n"
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"ARE AUTOMATICALLY CONFIGURED ON STARTUP, BUT\n"
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@ -11,6 +11,7 @@
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#define ES_APP_GUIS_GUI_MENU_H
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#include "components/MenuComponent.h"
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#include "guis/GuiSettings.h"
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#include "GuiComponent.h"
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class GuiMenu : public GuiComponent
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@ -36,7 +37,7 @@ private:
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void openScreensaverOptions();
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void openSoundOptions();
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void openInputDeviceOptions();
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void openConfigInput();
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void openConfigInput(GuiSettings* settings);
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void openCollectionSystemOptions();
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void openOtherOptions();
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void openUtilitiesMenu();
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