Пример #1
0
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;
}
Пример #2
0
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;
}
Пример #3
0
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;
}
Пример #4
0
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;
}
Пример #5
0
UI::EventReturn SaveSlotView::OnScreenshotClick(UI::EventParams &e) {
	UI::EventParams e2{};
	e2.v = this;
	OnScreenshotClicked.Trigger(e2);
	return UI::EVENT_DONE;
}