FullscreenUI: Get rid of Timer global

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Stenzek 2025-01-11 23:32:17 +10:00
parent 36590f3c71
commit 9c35b0e76d
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@ -505,7 +505,7 @@ struct ALIGN_TO_CACHE_LINE UIState
std::string input_binding_display_name;
std::vector<InputBindingKey> input_binding_new_bindings;
std::vector<std::pair<InputBindingKey, std::pair<float, float>>> input_binding_value_ranges;
Timer input_binding_timer;
Timer::Value input_binding_start_time = 0;
bool controller_macro_expanded[NUM_CONTROLLER_AND_CARD_PORTS][InputManager::NUM_MACRO_BUTTONS_PER_CONTROLLER] = {};
// Save State List
@ -1865,7 +1865,7 @@ void FullscreenUI::BeginInputBinding(SettingsInterface* bsi, InputBindingInfo::T
s_state.input_binding_display_name = display_name;
s_state.input_binding_new_bindings = {};
s_state.input_binding_value_ranges = {};
s_state.input_binding_timer.Reset();
s_state.input_binding_start_time = Timer::GetCurrentValue();
const bool game_settings = IsEditingGameSettings(bsi);
@ -1996,7 +1996,9 @@ void FullscreenUI::DrawInputBindingWindow()
{
DebugAssert(s_state.input_binding_type != InputBindingInfo::Type::Unknown);
const double time_remaining = INPUT_BINDING_TIMEOUT_SECONDS - s_state.input_binding_timer.GetTimeSeconds();
const double time_remaining =
INPUT_BINDING_TIMEOUT_SECONDS -
Timer::ConvertValueToSeconds(Timer::GetCurrentValue() - s_state.input_binding_start_time);
if (time_remaining <= 0.0)
{
InputManager::RemoveHook();