diff options
author | 2016-02-01 17:29:25 -0500 | |
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committer | 2016-02-02 16:18:57 -0500 | |
commit | b11f39e7a0dbccee2a69ecc96e6584b7f3536f03 (patch) | |
tree | a63b4a5f2dd8ae99ac26b9af31962a2c97793a85 /src/emu/ui/ui.cpp | |
parent | c9faa144ba4663821f5d39cfd61b5dce2af72e50 (diff) |
Do not handle any UI inputs immediately after state load/save
Before this change, if you try to save state to a bound which already
does something as a UI button, it will save state there and then
immediately execute the bound action (sometimes it would not happen).
So, if you have state to P, with default button it would pause the game
immediately after saving state (except sometimes it would not).
Diffstat (limited to 'src/emu/ui/ui.cpp')
-rw-r--r-- | src/emu/ui/ui.cpp | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/src/emu/ui/ui.cpp b/src/emu/ui/ui.cpp index 577a0cb015d..304c365ac6a 100644 --- a/src/emu/ui/ui.cpp +++ b/src/emu/ui/ui.cpp @@ -1755,6 +1755,9 @@ UINT32 ui_manager::handler_load_save(running_machine &machine, render_container machine.schedule_load(filename); } + // avoid handling the name of the save state slot as a seperate input + machine.ui_input().mark_all_as_pressed(); + // remove the pause and reset the state machine.resume(); return UI_HANDLER_CANCEL; |