draw controls during replay

This commit is contained in:
R2DLiu 2020-07-13 22:35:38 -04:00
commit 84e970e14f
2 changed files with 2 additions and 10 deletions

View file

@ -28,16 +28,8 @@
#include "Core/NetPlayClient.h" #include "Core/NetPlayClient.h"
#include "Core/Slippi/SlippiReplayComm.h" #include "Core/Slippi/SlippiReplayComm.h"
#include "Core/Slippi/SlippiPlayback.h" #include "Core/Slippi/SlippiPlayback.h"
#include "Core/State.h" #include "Core/State.h"
#include "VideoCommon/OnScreenDisplay.h"
// Not clean but idk a better way atm
//#ifndef LINUX_LOCAL_DEV
//#include "DolphinWX/Frame.h"
//#include "DolphinWX/Main.h"
//#endif
#define FRAME_INTERVAL 900 #define FRAME_INTERVAL 900
#define SLEEP_TIME_MS 8 #define SLEEP_TIME_MS 8
@ -723,6 +715,7 @@ void CEXISlippi::prepareGameInfo(u8* payload)
if (replayCommSettings.rollbackDisplayMethod == "off" && if (replayCommSettings.rollbackDisplayMethod == "off" &&
(replayCommSettings.mode == "normal" || replayCommSettings.mode == "queue")) (replayCommSettings.mode == "normal" || replayCommSettings.mode == "queue"))
{ {
OSD::DrawSlippiPlaybackControls();
g_playbackStatus->startThreads(); g_playbackStatus->startThreads();
} }
} }

View file

@ -1255,7 +1255,6 @@ void Renderer::Swap(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u6
DrawDebugText(); DrawDebugText();
OSD::DrawMessages(); OSD::DrawMessages();
OSD::DrawSlippiPlaybackControls();
ImGui::Render(); ImGui::Render();
} }