UI::EventReturn SaveSlotView::OnSaveState(UI::EventParams &e) { g_Config.iCurrentStateSlot = slot_; SaveState::SaveSlot(gamePath_, slot_, &AfterSaveStateAction); UI::EventParams e2{}; e2.v = this; OnStateSaved.Trigger(e2); return UI::EVENT_DONE; }
UI::EventReturn SaveSlotView::OnSaveState(UI::EventParams &e) { g_Config.iCurrentStateSlot = slot_; SaveState::SaveSlot(slot_, SaveState::Callback(), 0); UI::EventParams e2; e2.v = this; OnStateSaved.Trigger(e2); return UI::EVENT_DONE; }
UI::EventReturn ProductView::OnLaunchClick(UI::EventParams &e) { std::string pspGame = GetSysDirectory(DIRECTORY_GAME); std::string path = pspGame + entry_.file; #ifdef _WIN32 path = ReplaceAll(path, "\\", "/"); #endif UI::EventParams e2; e2.s = path; // Insta-update - here we know we are already on the right thread. OnClickLaunch.Trigger(e2); return UI::EVENT_DONE; }
UI::EventReturn ProductView::OnLaunchClick(UI::EventParams &e) { if (g_GameManager.GetState() != GameManagerState::IDLE) { // Button should have been disabled. Just a safety check. return UI::EVENT_DONE; } std::string pspGame = GetSysDirectory(DIRECTORY_GAME); std::string path = pspGame + entry_.file; #ifdef _WIN32 path = ReplaceAll(path, "\\", "/"); #endif UI::EventParams e2{}; e2.v = e.v; e2.s = path; // Insta-update - here we know we are already on the right thread. OnClickLaunch.Trigger(e2); return UI::EVENT_DONE; }
UI::EventReturn SaveSlotView::OnScreenshotClick(UI::EventParams &e) { UI::EventParams e2{}; e2.v = this; OnScreenshotClicked.Trigger(e2); return UI::EVENT_DONE; }