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UI: Use UISTATE_PAUSEMENU while game still running.

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unknownbrackets committed May 1, 2018
1 parent 0f84c2e commit 6e027715913fd79a26bab275a7a268ec6b3019a4
Showing with 3 additions and 3 deletions.
  1. +3 −3 UI/EmuScreen.cpp
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@@ -399,15 +399,15 @@ void EmuScreen::sendMessage(const char *message, const char *value) {
// In case we need to position touch controls differently.
RecreateViews();
} else if (!strcmp(message, "control mapping") && screenManager()->topScreen() == this) {
UpdateUIState(UISTATE_MENU);
UpdateUIState(UISTATE_PAUSEMENU);
releaseButtons();
screenManager()->push(new ControlMappingScreen());
} else if (!strcmp(message, "display layout editor") && screenManager()->topScreen() == this) {
UpdateUIState(UISTATE_MENU);
UpdateUIState(UISTATE_PAUSEMENU);
releaseButtons();
screenManager()->push(new DisplayLayoutScreen());
} else if (!strcmp(message, "settings") && screenManager()->topScreen() == this) {
UpdateUIState(UISTATE_MENU);
UpdateUIState(UISTATE_PAUSEMENU);
releaseButtons();
screenManager()->push(new GameSettingsScreen(gamePath_));
} else if (!strcmp(message, "gpu dump next frame")) {

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