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Win32: Enable/disable menu items when a menu is popped down. Allows us to avoid calling UpdateUI from sceUmd. Should fix #9546
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@ -540,16 +540,13 @@ bool getUMDReplacePermit() {
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return UMDReplacePermit;
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}
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static u32 sceUmdReplaceProhibit()
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{
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static u32 sceUmdReplaceProhibit() {
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UMDReplacePermit = false;
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DEBUG_LOG(SCEIO,"sceUmdReplaceProhibit()");
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host->UpdateUI();
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return 0;
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}
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static u32 sceUmdReplacePermit()
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{
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static u32 sceUmdReplacePermit() {
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UMDReplacePermit = true;
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DEBUG_LOG(SCEIO,"sceUmdReplacePermit()");
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host->UpdateUI();
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@ -880,9 +880,10 @@ namespace MainWindow
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break;
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case WM_MENUSELECT:
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// Unfortunately, accelerate keys (hotkeys) shares the same enabled/disabled states
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// with corresponding menu items.
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// Called when a menu is opened. Also when an item is selected, but meh.
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// This is a good place to update the enabled/disabled state of menu items.
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UpdateMenus();
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SetIngameMenuItemStates(menu, GetUIState());
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WindowsRawInput::NotifyMenu();
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break;
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@ -337,10 +337,6 @@ namespace MainWindow {
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// Help menu: it's translated in CreateHelpMenu.
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CreateHelpMenu(menu);
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// TODO: Urgh! Why do we need this here?
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// The menu is supposed to enable/disable this stuff directly afterward.
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SetIngameMenuItemStates(menu, GetUIState());
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DrawMenuBar(hWnd);
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UpdateMenus();
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}
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@ -12,4 +12,5 @@ namespace MainWindow {
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void BrowseBackground();
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void BrowseBackgroundDone();
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void setTexScalingMultiplier(int level);
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void SetIngameMenuItemStates(HMENU menu, const GlobalUIState state);
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}
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