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Merge pull request #22228 from hrydgard/restart-args-fix
Fix the restart-into-a-screen arguments, broken by the cmdline refactor
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@@ -894,7 +894,7 @@ void TouchTestScreen::OnImmersiveModeChange(UI::EventParams &e) {
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void TouchTestScreen::OnRenderingBackend(UI::EventParams &e) {
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g_Config.Save("GameSettingsScreen::RenderingBackend");
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System_RestartApp("--touchscreentest");
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System_RestartApp("--start-screen=touchscreentest");
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}
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void TouchTestScreen::OnRecreateActivity(UI::EventParams &e) {
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@@ -1723,7 +1723,7 @@ void TriggerRestart(const char *why, bool editThenRestore, const Path &gamePath)
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// Extra save here to make sure the choice really gets saved even if there are shutdown bugs in
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// the GPU backend code.
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g_Config.Save(why);
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std::string param = "--gamesettings";
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std::string param = "--start-screen=gamesettings";
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if (editThenRestore) {
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// We won't pass the gameID, so don't resume back into settings.
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param.clear();
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@@ -807,8 +807,8 @@ void NativeInit(int argc, const char *argv[], const CommandLineOptions &cmdLineO
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// Launch into specified start screen. This is useful for testing UI, more screens can be easily added here.
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if (equals(cmdLineOptions.startScreen.value(), "touchscreentest")) {
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g_screenManager->switchScreen(new MainScreen());
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g_screenManager->push(new TouchTestScreen(Path()));
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}
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g_screenManager->push(new TouchTestScreen(Path()));
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if (equals(cmdLineOptions.startScreen.value(), "gamesettings")) {
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g_screenManager->switchScreen(new LogoScreen(AfterLogoScreen::TO_GAME_SETTINGS));
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} else if (equals(cmdLineOptions.startScreen.value(), "developertools")) {
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