FullscreenUI: Remove Pause on Menu open
And always pause. The option never really worked correctly.
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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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