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UI: Use a UIState for exceptions.
This makes it so we can enable Stop/Reset/etc. during them in the menus.
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32c7ff8436
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-7
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@@ -68,7 +68,8 @@ namespace MainWindow {
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LRESULT CALLBACK About(HWND, UINT, WPARAM, LPARAM);
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void SetIngameMenuItemStates(HMENU menu, const GlobalUIState state) {
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UINT menuEnable = state == UISTATE_INGAME ? MF_ENABLED : MF_GRAYED;
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UINT menuEnable = state == UISTATE_INGAME || state == UISTATE_EXCEPTION ? MF_ENABLED : MF_GRAYED;
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UINT menuInGameEnable = state == UISTATE_INGAME ? MF_ENABLED : MF_GRAYED;
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UINT umdSwitchEnable = state == UISTATE_INGAME && getUMDReplacePermit() ? MF_ENABLED : MF_GRAYED;
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EnableMenuItem(menu, ID_FILE_SAVESTATEFILE, menuEnable);
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@@ -86,7 +87,7 @@ namespace MainWindow {
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EnableMenuItem(menu, ID_DEBUG_SAVESYMFILE, menuEnable);
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EnableMenuItem(menu, ID_DEBUG_RESETSYMBOLTABLE, menuEnable);
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EnableMenuItem(menu, ID_DEBUG_TAKESCREENSHOT, menuEnable);
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EnableMenuItem(menu, ID_DEBUG_SHOWDEBUGSTATISTICS, menuEnable);
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EnableMenuItem(menu, ID_DEBUG_SHOWDEBUGSTATISTICS, menuInGameEnable);
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EnableMenuItem(menu, ID_DEBUG_EXTRACTFILE, menuEnable);
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// While playing, this pop up doesn't work - and probably doesn't make sense.
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@@ -394,7 +395,7 @@ namespace MainWindow {
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Core_EnableStepping(false);
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}
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} else {
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if (GetUIState() == UISTATE_INGAME || GetUIState() == UISTATE_PAUSEMENU) {
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if (GetUIState() == UISTATE_INGAME || GetUIState() == UISTATE_EXCEPTION || GetUIState() == UISTATE_PAUSEMENU) {
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Core_EnableStepping(false);
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}
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