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Emulator Issues #8592

closed

Holding Frame Limit prevents Save States

Added by reyvgm over 9 years ago. Updated almost 6 years ago.

Status:
Fixed
Priority:
Normal
Assignee:
-
% Done:

0%

Operating system:
N/A
Issue type:
Bug
Milestone:
Regression:
No
Relates to usability:
No
Relates to performance:
No
Easy:
No
Relates to maintainability:
No
Regression start:
Fixed in:

Description

In the "Hotkey Settings", I have the "Toggle Frame Limit" option mapped to my controller, and the save/load state mapped to the keyboard.

If I hold the Frame Limit button to fast forward the game, and I happen to save or load a save state, the keyboard press will not register. Every other option mapped to the keyboard works just fine, except the save states.

Sometimes there's even a delayed save state, in which if I'm holding the Frame Limit button, and then make a save state. If I release the Frame Limit button, it will make the save state then, instead of when I actually pressed the save state key. It doesn't happen all the time though, so I'm unable to recreate it at will.

Actions #1

Updated by degasus over 9 years ago

  • Status changed from New to Accepted

We have a big elseif block in https://github.com/dolphin-emu/dolphin/blob/master/Source/Core/DolphinWX/Frame.cpp#L1312
So only the first hotkey will get noticed. As both "toggle frame limit" and safestates are hotkeys, the second one will get lost.

I think the easiest way is to just drop all "else" clauses. I guess this also won't be an issue for performance as the compiler should be clever enough to check if the event is zero or not.

Actions #2

Updated by JosJuice almost 6 years ago

  • Status changed from Accepted to Fixed

DolphinQt doesn't use else in the corresponding code, so this should be fixed now.

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