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/uiinput.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/uiinput.cpp')
-rw-r--r-- | src/emu/uiinput.cpp | 10 |
1 files changed, 10 insertions, 0 deletions
diff --git a/src/emu/uiinput.cpp b/src/emu/uiinput.cpp index 6b26bb323b5..b1ee53a697b 100644 --- a/src/emu/uiinput.cpp +++ b/src/emu/uiinput.cpp @@ -324,3 +324,13 @@ void ui_input_manager::push_char_event(render_target* target, unicode_char ch) event.ch = ch; push_event(event); } + +/*------------------------------------------------- + mark_all_as_pressed - marks all buttons + as if they were already pressed once +-------------------------------------------------*/ +void ui_input_manager::mark_all_as_pressed() +{ + for (int code = IPT_UI_FIRST + 1; code < IPT_UI_LAST; code++) + m_next_repeat[code] = osd_ticks(); +} |