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Accept gamepad inputs when not focused (#941)
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parent
4789f79254
commit
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1 changed files with 21 additions and 20 deletions
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@ -323,10 +323,7 @@ namespace Ryujinx.Ui
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});
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}
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if (IsFocused)
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{
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UpdateFrame();
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}
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// Polling becomes expensive if it's not slept
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Thread.Sleep(1);
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@ -351,6 +348,14 @@ namespace Ryujinx.Ui
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JoystickPosition rightJoystick;
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HLE.Input.Keyboard? hidKeyboard = null;
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int leftJoystickDx = 0;
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int leftJoystickDy = 0;
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int rightJoystickDx = 0;
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int rightJoystickDy = 0;
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// OpenTK always captures keyboard events, even if out of focus, so check if window is focused.
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if (IsFocused)
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{
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KeyboardState keyboard = OpenTK.Input.Keyboard.GetState();
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Gtk.Application.Invoke(delegate
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@ -358,11 +363,6 @@ namespace Ryujinx.Ui
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HandleScreenState(keyboard);
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});
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int leftJoystickDx = 0;
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int leftJoystickDy = 0;
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int rightJoystickDx = 0;
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int rightJoystickDy = 0;
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// Normal Input
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currentHotkeyButtons = KeyboardControls.GetHotkeyButtons(ConfigurationState.Instance.Hid.KeyboardControls, keyboard);
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currentButton = KeyboardControls.GetButtons(ConfigurationState.Instance.Hid.KeyboardControls, keyboard);
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@ -374,6 +374,7 @@ namespace Ryujinx.Ui
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(leftJoystickDx, leftJoystickDy) = KeyboardControls.GetLeftStick(ConfigurationState.Instance.Hid.KeyboardControls, keyboard);
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(rightJoystickDx, rightJoystickDy) = KeyboardControls.GetRightStick(ConfigurationState.Instance.Hid.KeyboardControls, keyboard);
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}
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if (!hidKeyboard.HasValue)
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{
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