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nJoy: Made the out of focus option only apply to gamepad input. As I understand it it's primarily used to allow keyboard input at the same time as Dolphin is used. Then it would probably be annoying to send the keyboard input to Dolphin while you are typing. Keyboard inputs was also the main idea with the out of focus option, I think that it's not as important for gamepad input as you are less likely to use the gamepad in two different programs simultaneously.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2087 8ced0084-cf51-0410-be5f-012b33b47a6e
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4 changed files with 10 additions and 10 deletions
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@ -89,7 +89,6 @@ CONTROLLER_STATE PadState[4];
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CONTROLLER_MAPPING PadMapping[4];
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bool emulator_running = false;
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int NumPads = 0, NumGoodPads = 0;
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bool bCheckFocus = true;
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HWND m_hWnd; // Handle to window
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SPADInitialize *g_PADInitialize = NULL;
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@ -396,12 +395,12 @@ void Shutdown()
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}
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// Set buttons status from wxWidgets in the main application
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// Set buttons status from keyboard input. Currently this is done from wxWidgets in the main application.
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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void PAD_Input(u16 _Key, u8 _UpDown)
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{
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// Check that Dolphin is in focus, otherwise don't update the pad status
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if (bCheckFocus && !IsFocus()) return;
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if (!IsFocus()) return;
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// Check if the keys are interesting, and then update it
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for(int i = 0; i < 4; i++)
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@ -785,7 +784,7 @@ void ReadButton(int controller, int button)
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void GetJoyState(int controller)
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{
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// Check that Dolphin is in focus, otherwise don't update the pad status
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if (bCheckFocus && !IsFocus()) return;
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if (!g_Config.bCheckFocus && !IsFocus()) return;
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// Update the gamepad status
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SDL_JoystickUpdate();
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