void c_fbaRL::PrevSysFilter() { bProcessingGames = true; // custom --> show all if(g_opt_nActiveSysFilter == MASKCUSTOM) { g_opt_nActiveSysFilter = MASKALL; for(uint32_t n = 0; n < sizeof(bSysFilter)-2; n++) { bSysFilter[n] = false; } bSysFilter[g_opt_nActiveSysFilter] = true; // refresh filters EndFilterList(); InitFilterList(); return; } // first single filter --> custom if(g_opt_nActiveSysFilter == 0) { g_opt_nActiveSysFilter = MASKCUSTOM; // use values from FBA_RL.ini for(uint32_t n = 0; n < sizeof(bSysFilter)-2; n++) { bSysFilter[n] = g_opt_bCustomSysFilter[n]; } // refresh filters EndFilterList(); InitFilterList(); return; } // previous single system filter --> ... g_opt_nActiveSysFilter--; for(uint32_t n = 0; n < sizeof(bSysFilter)-2; n++) { bSysFilter[n] = false; } bSysFilter[g_opt_nActiveSysFilter] = true; // refresh filters EndFilterList(); InitFilterList(); bProcessingGames = false; }
void c_fbaRL::EndGameList() { bProcessingGames = true; for(int n = 0; n < nTotalGames; n++) { SAFE_DELETE(games[n]) } SAFE_FREE(games); nTotalGames = 0; bProcessingGames = false; EndFilterList(); }