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
This commit is contained in:
John Peterson
2009-02-03 10:17:01 +00:00
parent 1ead45ca04
commit fcb951c0c9
4 changed files with 10 additions and 10 deletions

View File

@ -164,7 +164,7 @@ void Config::Save(int Slot)
file.Set(SectionName.c_str(), "Diagonal", PadMapping[i].SDiagonal);
file.Set(SectionName.c_str(), "SquareToCircle", PadMapping[i].bSquareToCircle);
file.Set(SectionName.c_str(), "CheckForFocus", bCheckFocus);
file.Set(SectionName.c_str(), "CheckForFocus", g_Config.bCheckFocus);
// ======================================
// Debugging
@ -247,7 +247,7 @@ void Config::Load(bool ChangePad, bool ChangeSaveByID)
file.Get(SectionName.c_str(), "Diagonal", &PadMapping[i].SDiagonal, "100%");
file.Get(SectionName.c_str(), "SquareToCircle", &Tmp, false); PadMapping[i].bSquareToCircle = Tmp;
file.Get(SectionName.c_str(), "CheckForFocus", &bCheckFocus, true);
file.Get(SectionName.c_str(), "CheckForFocus", &g_Config.bCheckFocus, false);
// =============================
// Debugging