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Trigger save slot display from UI code.
Core shouldn't be calling UI code.
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4 files changed
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@@ -379,10 +379,7 @@ namespace SaveState
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void NextSlot()
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{
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I18NCategory *sy = GetI18NCategory("System");
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g_Config.iCurrentStateSlot = (g_Config.iCurrentStateSlot + 1) % NUM_SLOTS;
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std::string msg = StringFromFormat("%s: %d", sy->T("Savestate Slot"), g_Config.iCurrentStateSlot + 1);
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osm.Show(msg);
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}
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void LoadSlot(const std::string &gameFilename, int slot, Callback callback, void *cbUserData)
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@@ -398,6 +398,7 @@ void EmuScreen::onVKeyDown(int virtualKeyCode) {
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break;
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case VIRTKEY_NEXT_SLOT:
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SaveState::NextSlot();
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NativeMessageReceived("savestate_displayslot", "");
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break;
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case VIRTKEY_TOGGLE_FULLSCREEN:
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System_SendMessage("toggle_fullscreen", "");
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@@ -766,6 +766,11 @@ void HandleGlobalMessage(const std::string &msg, const std::string &value) {
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g_Config.sNickName = inputboxValue[1];
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inputboxValue.clear();
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}
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if (msg == "savestate_displayslot") {
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I18NCategory *sy = GetI18NCategory("System");
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std::string msg = StringFromFormat("%s: %d", sy->T("Savestate Slot"), SaveState::GetCurrentSlot() + 1);
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osm.Show(msg);
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}
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}
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void NativeUpdate(InputState &input) {
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@@ -580,6 +580,7 @@ namespace MainWindow {
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case ID_FILE_SAVESTATE_NEXT_SLOT:
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{
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SaveState::NextSlot();
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NativeMessageReceived("savestate_displayslot", "");
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break;
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}
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@@ -588,6 +589,7 @@ namespace MainWindow {
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if (KeyMap::g_controllerMap[VIRTKEY_NEXT_SLOT].empty())
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{
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SaveState::NextSlot();
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NativeMessageReceived("savestate_displayslot", "");
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}
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break;
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}
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