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author Victor Vasiliev <vasilvv@mit.edu>2016-02-01 17:29:25 -0500
committer Victor Vasiliev <vasilvv@mit.edu>2016-02-02 16:18:57 -0500
commitb11f39e7a0dbccee2a69ecc96e6584b7f3536f03 (patch)
treea63b4a5f2dd8ae99ac26b9af31962a2c97793a85 /src/emu/uiinput.cpp
parentc9faa144ba4663821f5d39cfd61b5dce2af72e50 (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.cpp10
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();
+}