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https://github.com/holub/mame
synced 2025-06-25 05:44:23 +03:00
Put the code that launches a save/load state into methods
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f63148b735
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@ -1209,6 +1209,30 @@ void mame_ui_manager::draw_profiler(render_container *container)
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}
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//-------------------------------------------------
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// start_save_state
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//-------------------------------------------------
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void mame_ui_manager::start_save_state()
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{
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machine().pause();
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m_load_save_hold = true;
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set_handler(UI_CALLBACK_TYPE_GENERAL, &mame_ui_manager::handler_load_save, (UINT32)LOADSAVE_SAVE);
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}
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//-------------------------------------------------
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// start_load_state
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//-------------------------------------------------
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void mame_ui_manager::start_load_state()
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{
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machine().pause();
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m_load_save_hold = true;
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set_handler(UI_CALLBACK_TYPE_GENERAL, &mame_ui_manager::handler_load_save, (UINT32)LOADSAVE_LOAD);
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}
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//-------------------------------------------------
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//-------------------------------------------------
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// image_handler_ingame - execute display
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// image_handler_ingame - execute display
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// callback function for each image device
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// callback function for each image device
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@ -1386,18 +1410,14 @@ UINT32 mame_ui_manager::handler_ingame(render_container *container)
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// handle a save state request
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// handle a save state request
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if (machine().ui_input().pressed(IPT_UI_SAVE_STATE))
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if (machine().ui_input().pressed(IPT_UI_SAVE_STATE))
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{
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{
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machine().pause();
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start_save_state();
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m_load_save_hold = true;
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set_handler(UI_CALLBACK_TYPE_GENERAL, &mame_ui_manager::handler_load_save, (UINT32)LOADSAVE_SAVE);
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return LOADSAVE_SAVE;
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return LOADSAVE_SAVE;
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}
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}
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// handle a load state request
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// handle a load state request
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if (machine().ui_input().pressed(IPT_UI_LOAD_STATE))
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if (machine().ui_input().pressed(IPT_UI_LOAD_STATE))
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{
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{
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machine().pause();
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start_load_state();
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m_load_save_hold = true;
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set_handler(UI_CALLBACK_TYPE_GENERAL, &mame_ui_manager::handler_load_save, (UINT32)LOADSAVE_LOAD);
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return LOADSAVE_LOAD;
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return LOADSAVE_LOAD;
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}
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}
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@ -236,6 +236,8 @@ public:
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void draw_timecode_counter(render_container *container);
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void draw_timecode_counter(render_container *container);
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void draw_timecode_total(render_container *container);
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void draw_timecode_total(render_container *container);
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void draw_profiler(render_container *container);
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void draw_profiler(render_container *container);
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void start_save_state();
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void start_load_state();
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// print the game info string into a buffer
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// print the game info string into a buffer
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std::string &game_info_astring(std::string &str);
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std::string &game_info_astring(std::string &str);
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