void GamePauseScreen::dialogFinished(const Screen *dialog, DialogResult dr) { std::string tag = dialog->tag(); if (tag == "screenshot" && dr == DR_OK) { ScreenshotViewScreen *s = (ScreenshotViewScreen *)dialog; int slot = s->GetSlot(); g_Config.iCurrentStateSlot = slot; SaveState::LoadSlot(slot, SaveState::Callback(), 0); finishNextFrame_ = true; } }
void GamePauseScreen::dialogFinished(const Screen *dialog, DialogResult dr) { std::string tag = dialog->tag(); if (tag == "screenshot" && dr == DR_OK) { ScreenshotViewScreen *s = (ScreenshotViewScreen *)dialog; int slot = s->GetSlot(); g_Config.iCurrentStateSlot = slot; SaveState::LoadSlot(gamePath_, slot, SaveState::Callback(), 0); finishNextFrame_ = true; } else { // There may have been changes to our savestates, so let's recreate. RecreateViews(); } }