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Revert "(Menu) Analog to Dpad binds now get used for menu navigation when one" -
this code is messed up - we need to come up with a good way to allow analog movement in the menu to be the same as the D-pad without affecting the input of the main game This reverts commit 0280fc769bca72617021db4380d546d91c27f90e.
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0280fc769b
commit
6fd5248fa6
@ -478,7 +478,7 @@ bool menu_iterate(void *data)
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static bool initial_held = true;
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static bool first_held = false;
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uint64_t input_state;
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int32_t input_entry_ret, ret, i;
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int32_t input_entry_ret, ret;
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rgui_handle_t *rgui;
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input_state = 0;
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@ -496,13 +496,6 @@ bool menu_iterate(void *data)
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rgui->old_input_state |= 1ULL << RARCH_MENU_TOGGLE;
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}
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// Update binds for analog dpad modes.
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for (i = 0; i < MAX_PLAYERS; i++)
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{
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input_push_analog_dpad(g_settings.input.binds[i], g_settings.input.analog_dpad_mode[i]);
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input_push_analog_dpad(g_settings.input.autoconf_binds[i], g_settings.input.analog_dpad_mode[i]);
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}
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rarch_input_poll();
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rarch_check_block_hotkey();
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#ifdef HAVE_OVERLAY
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@ -607,12 +600,6 @@ bool menu_iterate(void *data)
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}
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}
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for (i = 0; i < MAX_PLAYERS; i++)
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{
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input_pop_analog_dpad(g_settings.input.binds[i]);
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input_pop_analog_dpad(g_settings.input.autoconf_binds[i]);
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}
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if (ret || input_entry_ret)
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return false;
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