void running_machine::schedule_exit() { // if we are in-game but we started with the select game menu, return to that instead if (m_exit_to_game_select && options_get_string(&m_options, OPTION_GAMENAME)[0] != 0) { options_set_string(&m_options, OPTION_GAMENAME, "", OPTION_PRIORITY_CMDLINE); ui_menu_force_game_select(this, render_container_get_ui()); } // otherwise, exit for real else m_exit_pending = true; // if we're executing, abort out immediately m_scheduler.eat_all_cycles(); // if we're autosaving on exit, schedule a save as well if (options_get_bool(&m_options, OPTION_AUTOSAVE) && (m_game.flags & GAME_SUPPORTS_SAVE)) schedule_save("auto"); }
void running_machine::schedule_exit() { // if we are in-game but we started with the select game menu, return to that instead if (m_exit_to_game_select && options().system_name()[0] != 0) { options().set_system_name(""); ui_menu_force_game_select(*this, &render().ui_container()); } // otherwise, exit for real else m_exit_pending = true; // if we're executing, abort out immediately m_scheduler.eat_all_cycles(); // if we're autosaving on exit, schedule a save as well if (options().autosave() && (m_system.flags & GAME_SUPPORTS_SAVE) && this->time() > attotime::zero) schedule_save("auto"); }
virtual void machine_start() { // force the UI to show the game select screen ui_menu_force_game_select(machine(), &machine().render().ui_container()); }
static MACHINE_START( empty ) { /* force the UI to show the game select screen */ ui_menu_force_game_select(machine, render_container_get_ui()); }