fixed Video_SaveState & Video_LoadState in OGL/DX that made dolphin unable to load the plugins
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@352 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -166,12 +166,12 @@ void Video_Initialize(SVideoInitialize* _pVideoInitialize)
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}
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void Video_SaveState() {
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void Video_SaveState(void) {
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VideoCommon_SaveState();
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VideoCommon_SaveState();
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//PanicAlert("Saving state from DirectX9");
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//PanicAlert("Saving state from DirectX9");
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}
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}
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void Video_LoadState() {
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void Video_LoadState(void) {
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VideoCommon_LoadState();
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VideoCommon_LoadState();
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//PanicAlert("Loading state from DirectX9");
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//PanicAlert("Loading state from DirectX9");
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}
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}
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@ -83,27 +83,27 @@ void DllConfig(HWND _hParent)
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while(EnumDisplaySettings(NULL, iModeNum++, &dmi) != 0)
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while(EnumDisplaySettings(NULL, iModeNum++, &dmi) != 0)
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{
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{
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char szBuffer[100];
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char szBuffer[100];
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sprintf(szBuffer,"%dx%d", dmi.dmPelsWidth, dmi.dmPelsHeight);
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sprintf(szBuffer,"%dx%d", dmi.dmPelsWidth, dmi.dmPelsHeight);
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//making a string cause char*[] to char was a baaad idea
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//making a string cause char*[] to char was a baaad idea
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std::string strBuffer(szBuffer);
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std::string strBuffer(szBuffer);
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//create a check loop to check every pointer of resos to see if the res is added or not
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//create a check loop to check every pointer of resos to see if the res is added or not
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int b = 0;
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int b = 0;
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bool resFound = false;
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bool resFound = false;
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while(b < i && !resFound)
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while(b < i && !resFound)
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{
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{
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//is the res already added?
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//is the res already added?
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resFound = (resos[b] == strBuffer);
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resFound = (resos[b] == strBuffer);
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b++;
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b++;
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}
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}
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if(!resFound)
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if(!resFound)
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//and add the res
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//and add the res
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{
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{
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resos[i] = strBuffer;
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resos[i] = strBuffer;
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i++;
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i++;
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frame.AddFSReso(szBuffer);
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frame.AddFSReso(szBuffer);
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frame.AddWindowReso(szBuffer);
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frame.AddWindowReso(szBuffer);
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}
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}
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ZeroMemory(&dmi, sizeof(dmi));
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ZeroMemory(&dmi, sizeof(dmi));
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}
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}
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frame.ShowModal();
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frame.ShowModal();
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@ -179,12 +179,12 @@ void Video_Initialize(SVideoInitialize* _pVideoInitialize)
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}
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}
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void Video_SaveState() {
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void Video_SaveState(void) {
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VideoCommon_SaveState();
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VideoCommon_SaveState();
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//PanicAlert("Saving state from OpenGL");
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//PanicAlert("Saving state from OpenGL");
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}
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}
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void Video_LoadState() {
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void Video_LoadState(void) {
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VideoCommon_LoadState();
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VideoCommon_LoadState();
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//PanicAlert("Loading state from OpenGL");
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//PanicAlert("Loading state from OpenGL");
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}
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}
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