Esempio n. 1
0
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;
	}
}
Esempio n. 2
0
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();
	}
}