Emulator Issues #8595
Redundant Hotkey options
There are both, "Key Shortcuts" and "Hotkey Settings" with the same settings.
The first uses the WX option, the second one our self-written input code. As they are completely redundant, we should drop one of those.
Maybe I'm wrong, but as far as I know, this are the main differences:
- use WX input, so also works fine if the game is stopped (can't be used to start a game)
- has to be duplicated on different UIs (WX, QT, nogui)
- simpler syntax, but not feature complete
- use self-written input code
- supports gamepads (and everything else which can be used for emulating controllers)
- the render context must be in focus without background input (just UI isn't enough)
#2 Updated by skidau about 5 years ago
The hotkey settings use the Controller Interface which does not function when the emulator core is paused.
Functions like File > Open are a bit ugly to call from the core to the GUI layer.
The controller interface parser is a bit harder to set up modifier keys like Alt-F5 to connect Wiimote 1.
The Key Shortcuts affect the menu. For example Ctrl-O for the File > Open menu.
The Key Shortcuts universally work on OSX whilst some key presses are not picked up on OSX.
#3 Updated by degasus about 5 years ago
... when the emulator core is paused.
Likely fixable by g_video_backend->PeekMessages(), shall I create an issue report for it?
Functions like File > Open ...
The Key Shortcuts affect the menu
Hm, then what do you think about spliting the options to not have douplicate ones?
The controller interface parser is a bit harder ...
Indeed. I see this will be a big issue. But also the controller config has this issue. Do you think we're able to implement the same kind of "detect" method for combined keys?
The Key Shortcuts universally work on OSX ...
Is there the same issue for controller emulation?
#4 Updated by reyvgm about 5 years ago
Something definitely has to be done about that. There should only be one Key Modifier menu. However, as per your request, the problem is some of those key modifiers work while the games are in full screen, and some others do not.
Until that issue is resolved, or until there's a way to combine everything so it works regardless of fullscreen or not, then it should stay separate.
#7 Updated by JosJuice almost 5 years ago
- Status changed from Fix pending to Fixed