Pause remains active after content has been closed

I am looking for a solution to two overlapping issues that I have run into with the pause feature.

  1. Pause remains active after content has been closed. ie: If a game is running, and I hit the Retroarch ‘pause’ button, followed by the ‘close content’ button. Then the pause indicator remains active on the screen. (See orange arrow in screenshot.)

  2. Pause is able to be activated while there is no content loaded. ie: If a game is not running, and I hit the Retroarch ‘pause’ button. Then the pause indicator becomes active on the screen. (See same screenshot.)

Is this a bug, or something that can be worked around? Thanks in advance for any help provided.

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Why is this a problem exactly when you can simply not do it?

In general: Pausing ‘nothing’ is erroneous.

In my specific case: I have configured it so that each core / game displays a unique pause overlay explaining the controls. This pause menu is used by a number of children, who get confused / frustrated when they exit a game in that state, and try to launch a different game. Which will then appear to not launch past a black screen, because it will launch ‘paused’. The confusion is compounded by the fact that hitting the pause button again in this state will cause the custom pause overlay to show, and unpause the game behind it. So the pause action and the pause result are now 180 degrees out of sync.

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I have submitted a pull request with changes that resolve most of the issues outlined above.