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TAS Input: Enable hotkeys and controller input when Input has focus
Enable emulator hotkeys and controller input (when that option is enabled) when a TAS Input window has focus, as if it was the render window instead. This allows TASers to use frame advance and the like without having to switch the focused window or disabling Hotkeys Require Window Focus which also picks up keypresses while other apps are active. Cursor updates are disabled when the TAS Input window has focus, as otherwise the Wii IR widget (and anything else controlled by the mouse) becomes unusable. The cursor continues to work normally when the render window has focus.
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@ -391,9 +391,16 @@ Core::DeviceRemoval KeyboardMouse::UpdateInput()
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m_state.axis.z += delta_z;
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m_state.axis.z /= SCROLL_AXIS_DECAY;
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const bool should_center_mouse =
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g_controller_interface.IsMouseCenteringRequested() && Host_RendererHasFocus();
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if (update_mouse || should_center_mouse)
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const bool should_center_mouse = g_controller_interface.IsMouseCenteringRequested() &&
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(Host_RendererHasFocus() || Host_TASInputHasFocus());
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// When a TAS Input window has focus and "Enable Controller Input" is checked most types of
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// input should be read normally as if the render window had focus instead. The cursor is an
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// exception, as otherwise using the mouse to set any control in the TAS Input window will also
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// update the Wii IR value (or any other input controlled by the cursor).
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const bool should_update_mouse = update_mouse && !Host_TASInputHasFocus();
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if (should_update_mouse || should_center_mouse)
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UpdateCursor(should_center_mouse);
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if (update_keyboard)
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