FullscreenUI: Fix binding immediately when activating with controller
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4f75f2d266
commit
537f833658
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@ -801,14 +801,15 @@ void BeginInputBinding(InputBindingType type, const std::string_view& section, c
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{
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if (hook.type == ControllerInterface::Hook::Type::Axis)
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value.Format("Controller%d/+Axis%d", hook.controller_index, hook.button_or_axis_number);
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else if (hook.type == ControllerInterface::Hook::Type::Button)
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else if (hook.type == ControllerInterface::Hook::Type::Button && std::get<float>(hook.value) > 0.0f)
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value.Format("Controller%d/Button%d", hook.controller_index, hook.button_or_axis_number);
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}
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break;
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case InputBindingType::Rumble:
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{
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value.Format("Controller%d", hook.controller_index);
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if (hook.type == ControllerInterface::Hook::Type::Button && std::get<float>(hook.value) > 0.0f)
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value.Format("Controller%d", hook.controller_index);
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}
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break;
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@ -2589,7 +2590,8 @@ HostDisplayTexture* GetCoverForCurrentGame()
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static ImDrawList* GetDrawListForOverlay()
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{
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// If we're in the landing page, draw the OSD over the windows (since it covers it)
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return (s_current_main_window != MainWindowType::None) ? ImGui::GetForegroundDrawList() : ImGui::GetBackgroundDrawList();
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return (s_current_main_window != MainWindowType::None) ? ImGui::GetForegroundDrawList() :
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ImGui::GetBackgroundDrawList();
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}
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void DrawStatsOverlay()
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