mirror of https://github.com/PCSX2/pcsx2.git
gui: Enable backup saveslot when game is first loaded, if available
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@ -56,8 +56,6 @@ protected:
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}
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};
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void Sstates_updateLoadBackupMenuItem(bool isBeforeSave);
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void States_FreezeCurrentSlot()
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{
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// FIXME : Use of the IsSavingOrLoading flag is mostly a hack until we implement a
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@ -73,7 +71,7 @@ void States_FreezeCurrentSlot()
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Console.WriteLn("Load or save action is already pending.");
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return;
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}
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Sstates_updateLoadBackupMenuItem(true);
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States_updateLoadBackupMenuItem(true);
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GSchangeSaveState(StatesC, SaveStateBase::GetFilename(StatesC).ToUTF8());
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StateCopy_SaveToSlot(StatesC);
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@ -104,7 +102,7 @@ void _States_DefrostCurrentSlot(bool isFromBackup)
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GetSysExecutorThread().PostIdleEvent(SysExecEvent_ClearSavingLoadingFlag());
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Sstates_updateLoadBackupMenuItem(false);
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States_updateLoadBackupMenuItem();
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}
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void States_DefrostCurrentSlot()
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@ -117,8 +115,7 @@ void States_DefrostCurrentSlotBackup()
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_States_DefrostCurrentSlot(true);
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}
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// I'd keep an eye on this function, as it may still be problematic.
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void Sstates_updateLoadBackupMenuItem(bool isBeforeSave)
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void States_updateLoadBackupMenuItem(bool isBeforeSave)
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{
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wxString file = SaveStateBase::GetFilename(StatesC);
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@ -138,7 +135,7 @@ static void OnSlotChanged()
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if (GSchangeSaveState != NULL)
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GSchangeSaveState(StatesC, SaveStateBase::GetFilename(StatesC).utf8_str());
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Sstates_updateLoadBackupMenuItem(false);
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States_updateLoadBackupMenuItem();
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}
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int States_GetCurrentSlot()
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@ -134,4 +134,4 @@ extern void States_CycleSlotForward();
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extern void States_CycleSlotBackward();
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extern void States_SetCurrentSlot(int slot);
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extern int States_GetCurrentSlot();
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extern void Sstates_updateLoadBackupMenuItem(bool isBeforeSave);
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extern void States_updateLoadBackupMenuItem(bool isBeforeSave = false);
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@ -84,8 +84,8 @@ static void _SaveLoadStuff(bool enabled)
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sMainFrame.SetMenuItemLabel(slot.load_item_id, slot.SlotName());
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sMainFrame.SetMenuItemLabel(slot.save_item_id, slot.SlotName());
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}
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}
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States_updateLoadBackupMenuItem();
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#endif
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}
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