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UI: Fix diaglog popups doubling the window controls and laying text over the menu bar.
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parent
045f9a39bb
commit
430073817c
21 changed files with 75 additions and 60 deletions
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@ -244,7 +244,7 @@ namespace Ryujinx.Ava.UI.ViewModels.Input
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_mainWindow.InputManager.GamepadDriver.OnGamepadConnected += HandleOnGamepadConnected;
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_mainWindow.InputManager.GamepadDriver.OnGamepadDisconnected += HandleOnGamepadDisconnected;
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MainWindow.ViewModel.AppHost?.NpadManager.BlockInputUpdates();
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_mainWindow.ViewModel.AppHost?.NpadManager.BlockInputUpdates();
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_isLoaded = false;
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@ -357,18 +357,12 @@ namespace Ryujinx.Ava.UI.ViewModels.Input
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private void HandleOnGamepadDisconnected(string id)
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{
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Dispatcher.UIThread.Post(() =>
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{
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LoadDevices();
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});
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Dispatcher.UIThread.Post(LoadDevices);
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}
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private void HandleOnGamepadConnected(string id)
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{
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Dispatcher.UIThread.Post(() =>
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{
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LoadDevices();
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});
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Dispatcher.UIThread.Post(LoadDevices);
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}
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private string GetCurrentGamepadId()
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@ -847,7 +841,7 @@ namespace Ryujinx.Ava.UI.ViewModels.Input
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}
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}
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MainWindow.ViewModel.AppHost?.NpadManager.ReloadConfiguration(newConfig, ConfigurationState.Instance.Hid.EnableKeyboard, ConfigurationState.Instance.Hid.EnableMouse);
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_mainWindow.ViewModel.AppHost?.NpadManager.ReloadConfiguration(newConfig, ConfigurationState.Instance.Hid.EnableKeyboard, ConfigurationState.Instance.Hid.EnableMouse);
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// Atomically replace and signal input change.
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// NOTE: Do not modify InputConfig.Value directly as other code depends on the on-change event.
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@ -879,7 +873,7 @@ namespace Ryujinx.Ava.UI.ViewModels.Input
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_mainWindow.InputManager.GamepadDriver.OnGamepadConnected -= HandleOnGamepadConnected;
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_mainWindow.InputManager.GamepadDriver.OnGamepadDisconnected -= HandleOnGamepadDisconnected;
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MainWindow.ViewModel.AppHost?.NpadManager.UnblockInputUpdates();
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_mainWindow.ViewModel.AppHost?.NpadManager.UnblockInputUpdates();
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SelectedGamepad?.Dispose();
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