Split device settings out of the per-slot save file
Deadzone (and future prefs like locale) now live in their own settingsfile_t/settings.c, loaded eagerly at boot and saved immediately on Apply, instead of inside savefile_t - a setting shouldn't reset or diverge just because the player is on a different save slot, and this also fixes settings changes not actually reaching disk until the next full game Save. PSP settings use a new plain sceIo path rather than sceUtilitySavedata, since that dialog would flash its native icon on every settings tweak. GameCube reuses the save system's existing memory card mount rather than mounting it twice (settingsInit() now runs after saveInit()). Co-Authored-By: Claude Sonnet 5 <[email protected]>
This commit is contained in:
1 parent
4d95415232
commit
7f7be39230
33 files changed
+1398
-37
No files matched your search
@@ -9,7 +9,7 @@
|
||||
#include "assert/assert.h"
|
||||
#include "log/log.h"
|
||||
#include "util/string.h"
|
||||
#include "save/save.h"
|
||||
#include "save/settings.h"
|
||||
|
||||
inputbuttondata_t INPUT_BUTTON_DATA[] = {
|
||||
#ifdef DUSK_INPUT_GAMEPAD
|
||||
@@ -188,5 +188,5 @@ float_t inputButtonGetValueDolphin(const inputbutton_t button) {
|
||||
}
|
||||
|
||||
float_t inputGetDeadzoneDolphin(const inputbutton_t button) {
|
||||
return saveGet(SAVE_ACTIVE_SLOT)->deadzone;
|
||||
return settingsGet()->deadzone;
|
||||
}
|
||||
Reference in new issue
Block a user