Exemple #1
0
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");
}
Exemple #2
0
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");
}
Exemple #3
0
	virtual void machine_start()
	{
		// force the UI to show the game select screen
		ui_menu_force_game_select(machine(), &machine().render().ui_container());
	}
Exemple #4
0
static MACHINE_START( empty )
{
	/* force the UI to show the game select screen */
	ui_menu_force_game_select(machine, render_container_get_ui());
}