Use LoadGame instead of FCEUI_LoadGame

This commit is contained in:
Mario Perić 2020-10-22 01:20:48 +02:00
parent ec72160f39
commit 432ffeeec2
10 changed files with 21 additions and 14 deletions

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@ -44,7 +44,7 @@ void LockConsole(void);
void UnlockConsole(void); void UnlockConsole(void);
void ToggleFS(); /* SDL */ void ToggleFS(); /* SDL */
int LoadGame(const char *path); int LoadGame(const char *path, bool silent = false);
int CloseGame(void); int CloseGame(void);
int GUI_Init(int argc, char **argv, int (*dofunc)(void)); int GUI_Init(int argc, char **argv, int (*dofunc)(void));
int GUI_Idle(void); int GUI_Idle(void);

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@ -275,12 +275,12 @@ static void DoArgs(int argc, char *argv[])
provides data necessary for the driver code(number of scanlines to provides data necessary for the driver code(number of scanlines to
render, what virtual input devices to use, etc.). render, what virtual input devices to use, etc.).
*/ */
int LoadGame(const char *path) int LoadGame(const char *path, bool silent)
{ {
FCEUGI *tmp; FCEUGI *tmp;
CloseGame(); CloseGame();
if(!(tmp=FCEUI_LoadGame(path,1))) if(!(tmp=FCEUI_LoadGame(path,1,silent)))
return 0; return 0;
CurGame=tmp; CurGame=tmp;
ParseGI(tmp); ParseGI(tmp);

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@ -29,7 +29,7 @@ void LockConsole(void);
void UnlockConsole(void); void UnlockConsole(void);
void ToggleFS(); /* SDL */ void ToggleFS(); /* SDL */
int LoadGame(const char *path); int LoadGame(const char *path, bool silent);
//int CloseGame(void); //int CloseGame(void);
void Giggles(int); void Giggles(int);

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@ -206,10 +206,13 @@ DriverKill()
inited=0; inited=0;
} }
/**
* Reloads last game
*/
int reloadLastGame() { int reloadLastGame() {
std::string lastRom; std::string lastRom;
g_config->getOption(std::string("SDL.LastOpenFile"), &lastRom); g_config->getOption(std::string("SDL.LastOpenFile"), &lastRom);
return LoadGame(lastRom.c_str()); return LoadGame(lastRom.c_str(), false);
} }
/** /**
@ -218,7 +221,7 @@ int reloadLastGame() {
* provides data necessary for the driver code(number of scanlines to * provides data necessary for the driver code(number of scanlines to
* render, what virtual input devices to use, etc.). * render, what virtual input devices to use, etc.).
*/ */
int LoadGame(const char *path) int LoadGame(const char *path, bool silent)
{ {
int gg_enabled, autoLoadDebug, autoOpenDebugger; int gg_enabled, autoLoadDebug, autoOpenDebugger;
@ -233,7 +236,7 @@ int LoadGame(const char *path)
FCEUI_SetGameGenie (gg_enabled); FCEUI_SetGameGenie (gg_enabled);
if(!FCEUI_LoadGame(path, 1)) { if(!FCEUI_LoadGame(path, 1, silent)) {
return 0; return 0;
} }

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@ -19,7 +19,7 @@ extern unsigned int gui_draw_area_height;
// global configuration object // global configuration object
extern Config *g_config; extern Config *g_config;
int LoadGame(const char *path); int LoadGame(const char *path, bool silent = false);
int CloseGame(void); int CloseGame(void);
int fceuWrapperInit( int argc, char *argv[] ); int fceuWrapperInit( int argc, char *argv[] );

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@ -24,7 +24,7 @@ extern int dendy;
extern int pal_emulation; extern int pal_emulation;
extern bool swapDuty; extern bool swapDuty;
int LoadGame(const char *path); int LoadGame(const char *path, bool silent);
int CloseGame(void); int CloseGame(void);
void FCEUD_Update(uint8 *XBuf, int32 *Buffer, int Count); void FCEUD_Update(uint8 *XBuf, int32 *Buffer, int Count);
uint64 FCEUD_GetTime(); uint64 FCEUD_GetTime();

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@ -29,7 +29,7 @@ void LockConsole(void);
void UnlockConsole(void); void UnlockConsole(void);
void ToggleFS(); /* SDL */ void ToggleFS(); /* SDL */
int LoadGame(const char *path); int LoadGame(const char *path, bool silent);
//int CloseGame(void); //int CloseGame(void);
void Giggles(int); void Giggles(int);

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@ -189,6 +189,9 @@ static void ShowUsage(char *prog)
} }
/**
* Reloads last game.
*/
int reloadLastGame() { int reloadLastGame() {
std::string lastRom; std::string lastRom;
g_config->getOption(std::string("SDL.LastOpenFile"), &lastRom); g_config->getOption(std::string("SDL.LastOpenFile"), &lastRom);
@ -201,12 +204,12 @@ int reloadLastGame() {
* provides data necessary for the driver code(number of scanlines to * provides data necessary for the driver code(number of scanlines to
* render, what virtual input devices to use, etc.). * render, what virtual input devices to use, etc.).
*/ */
int LoadGame(const char *path) int LoadGame(const char *path, bool silent)
{ {
if (isloaded){ if (isloaded){
CloseGame(); CloseGame();
} }
if(!FCEUI_LoadGame(path, 1)) { if(!FCEUI_LoadGame(path, 1, silent)) {
return 0; return 0;
} }

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@ -24,7 +24,7 @@ extern int dendy;
extern int pal_emulation; extern int pal_emulation;
extern bool swapDuty; extern bool swapDuty;
int LoadGame(const char *path); int LoadGame(const char *path, bool silent = false);
int CloseGame(void); int CloseGame(void);
void FCEUD_Update(uint8 *XBuf, int32 *Buffer, int Count); void FCEUD_Update(uint8 *XBuf, int32 *Buffer, int Count);
uint64 FCEUD_GetTime(); uint64 FCEUD_GetTime();

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@ -520,6 +520,7 @@ static int emu_getdir(lua_State *L) {
extern void ReloadRom(void); extern void ReloadRom(void);
extern int LoadGame(const char*, bool);
// emu.loadrom(string filename) // emu.loadrom(string filename)
// //
@ -549,7 +550,7 @@ static int emu_loadrom(lua_State *L) {
const char *nameo2 = luaL_checkstring(L,1); const char *nameo2 = luaL_checkstring(L,1);
char nameo[2048]; char nameo[2048];
strncpy(nameo, nameo2, sizeof(nameo)); strncpy(nameo, nameo2, sizeof(nameo));
if(!FCEUI_LoadGame(nameo, 0, true)) { if(!LoadGame(nameo, true)) {
extern void reloadLastGame(); extern void reloadLastGame();
reloadLastGame(); reloadLastGame();
return 0; return 0;