Made the Dolphin config dialog shorter with an added "Display" tab. Removed code that toggled fullscreen on double-click in gamecube games because GCPad New allows mouse input (maybe double-click fullscreen toggling should be an option though). Changed the label in the toolbar from "GC Pad" to "GCPad" (all other labels on the toolbar are single words and we call the plugin "GCPad" everywhere else). Made game properties dialog open centered on screen.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5548 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Jordan Woyak
2010-05-30 08:22:04 +00:00
parent 9cd3c70b02
commit 5070a59799
6 changed files with 73 additions and 87 deletions

View File

@ -491,10 +491,6 @@ CFrame::CFrame(wxFrame* parent,
m_Mgr->Connect(wxID_ANY, wxEVT_AUI_RENDER, // Resize
wxAuiManagerEventHandler(CFrame::OnManagerResize),
(wxObject*)0, this);
wxTheApp->Connect(wxID_ANY, wxEVT_LEFT_DCLICK,
wxMouseEventHandler(CFrame::OnDoubleClick),
(wxObject*)0, this);
// ----------
@ -905,24 +901,6 @@ void CFrame::OnKeyUp(wxKeyEvent& event)
CPluginManager::GetInstance().GetPad(0)->PAD_Input(event.GetKeyCode(), 0); // 0 = Up
}
// ---------------
// Detect double click
void CFrame::OnDoubleClick(wxMouseEvent& event)
{
// Don't block the mouse click
event.Skip();
// Don't use this in Wii mode since we use the mouse as input to the game there
if (SConfig::GetInstance().m_LocalCoreStartupParameter.bWii) return;
// Only detect double clicks in the rendering window, and only use this when a game is running
if (! (Core::GetState() == Core::CORE_RUN && event.GetEventObject() == m_RenderParent)) return;
DoFullscreen(!RendererIsFullscreen());
}
// --------
// Functions