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Tweak defaults some more (no L2 on xbox pads..). Minor code cleanup.
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@@ -784,7 +784,11 @@ void EmuScreen::CreateViews() {
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const Bounds &bounds = screenManager()->getUIContext()->GetLayoutBounds();
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InitPadLayout(bounds.w, bounds.h);
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root_ = CreatePadLayout(bounds.w, bounds.h, &pauseTrigger_, &controlMapper_);
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// Devices without a back button like iOS need an on-screen touch back button.
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bool showPauseButton = !System_GetPropertyBool(SYSPROP_HAS_BACK_BUTTON) || g_Config.bShowTouchPause;
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root_ = CreatePadLayout(bounds.w, bounds.h, &pauseTrigger_, showPauseButton, &controlMapper_);
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if (g_Config.bShowDeveloperMenu) {
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root_->Add(new Button(dev->T("DevMenu")))->OnClick.Handle(this, &EmuScreen::OnDevTools);
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}
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@@ -983,7 +987,6 @@ void EmuScreen::update() {
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controlMapper_.Update();
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// This is here to support the iOS on screen back button.
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if (pauseTrigger_) {
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pauseTrigger_ = false;
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screenManager()->push(new GamePauseScreen(gamePath_));
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