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FullscreenUI: Fix incorrect vsync state on unpause
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@ -166,7 +166,6 @@ static std::string TimeToPrintableString(time_t t);
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//////////////////////////////////////////////////////////////////////////
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// Main
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//////////////////////////////////////////////////////////////////////////
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static void UpdateForcedVsync(bool should_force);
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static void PauseForMenuOpen();
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static void ClosePauseMenu();
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static void OpenPauseSubMenu(PauseSubMenu submenu);
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@ -440,10 +439,6 @@ bool FullscreenUI::Initialize()
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if (!System::IsValid())
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SwitchToLanding();
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// force vsync on so we don't run at thousands of fps
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// Initialize is called on the GS thread, so we can access the display directly.
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UpdateForcedVsync(System::GetState() != System::State::Running);
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return true;
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}
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@ -458,13 +453,6 @@ bool FullscreenUI::HasActiveWindow()
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ImGuiFullscreen::IsChoiceDialogOpen() || ImGuiFullscreen::IsFileSelectorOpen());
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}
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void FullscreenUI::UpdateForcedVsync(bool should_force)
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{
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// force vsync on so we don't run at thousands of fps
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// toss it through regardless of the mode, because options can change it
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g_host_display->SetVSync((should_force && !g_settings.video_sync_enabled) ? true : false);
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}
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void FullscreenUI::OnSystemStarted()
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{
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if (!IsInitialized())
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@ -479,7 +467,7 @@ void FullscreenUI::OnSystemPaused()
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if (!IsInitialized())
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return;
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UpdateForcedVsync(true);
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g_host_display->SetVSync(true);
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}
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void FullscreenUI::OnSystemResumed()
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@ -487,7 +475,7 @@ void FullscreenUI::OnSystemResumed()
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if (!IsInitialized())
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return;
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UpdateForcedVsync(false);
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g_host_display->SetVSync(System::ShouldUseVSync());
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}
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void FullscreenUI::OnSystemDestroyed()
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@ -495,9 +483,9 @@ void FullscreenUI::OnSystemDestroyed()
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if (!IsInitialized())
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return;
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g_host_display->SetVSync(true);
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s_pause_menu_was_open = false;
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SwitchToLanding();
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UpdateForcedVsync(true);
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}
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void FullscreenUI::OnRunningGameChanged()
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