comparison io.c @ 1435:178de1432291

Using ui.exit to abort loading or saving a state via menu will no longer cause you to return to those sub-menus the next time the menu is loaded
author Michael Pavone <pavone@retrodev.com>
date Wed, 16 Aug 2017 21:04:28 -0700
parents 4e5797b3935a
children e2bd03ed3190
comparison
equal deleted inserted replaced
1434:b9dbc823c014 1435:178de1432291
20 #include "blastem.h" 20 #include "blastem.h"
21 #include "genesis.h" 21 #include "genesis.h"
22 #include "sms.h" 22 #include "sms.h"
23 #include "render.h" 23 #include "render.h"
24 #include "util.h" 24 #include "util.h"
25 #include "menu.h"
25 26
26 #define CYCLE_NEVER 0xFFFFFFFF 27 #define CYCLE_NEVER 0xFFFFFFFF
27 #define MIN_POLL_INTERVAL 6840 28 #define MIN_POLL_INTERVAL 6840
28 29
29 const char * device_type_names[] = { 30 const char * device_type_names[] = {
526 render_save_screenshot(path); 527 render_save_screenshot(path);
527 break; 528 break;
528 } 529 }
529 case UI_EXIT: 530 case UI_EXIT:
530 current_system->request_exit(current_system); 531 current_system->request_exit(current_system);
532 if (current_system->type == SYSTEM_GENESIS) {
533 genesis_context *gen = (genesis_context *)current_system;
534 if (gen->extra) {
535 //TODO: More robust mechanism for detecting menu
536 menu_context *menu = gen->extra;
537 menu->external_game_load = 1;
538 }
539 }
531 break; 540 break;
532 } 541 }
533 break; 542 break;
534 } 543 }
535 } 544 }