From b11f39e7a0dbccee2a69ecc96e6584b7f3536f03 Mon Sep 17 00:00:00 2001 From: Victor Vasiliev Date: Mon, 1 Feb 2016 17:29:25 -0500 Subject: 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). --- src/emu/uiinput.cpp | 10 ++++++++++ 1 file changed, 10 insertions(+) (limited to 'src/emu/uiinput.cpp') 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(); +} -- cgit v1.2.3-70-g09d2