Make Save/Load state mappable to controls. Not mapped by default.

This commit is contained in:
Henrik Rydgård committed 2013-12-06 15:46:56 +01:00
1 parent 37de6eee0f
commit 886607d529
3 files changed
+15 -3

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+2
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@@ -609,6 +609,8 @@ const KeyMap_IntStrPair psp_button_names[] = {
#ifndef USING_GLES2
{VIRTKEY_REWIND, "Rewind"},
#endif
{VIRTKEY_SAVE_STATE, "Save State"},
{VIRTKEY_LOAD_STATE, "Load State"},
{VIRTKEY_AXIS_RIGHT_Y_MAX, "RightAn.Up"},
{VIRTKEY_AXIS_RIGHT_Y_MIN, "RightAn.Down"},
+5 -3
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@@ -41,6 +41,8 @@ enum {
VIRTKEY_AXIS_RIGHT_X_MAX = 0x1000a,
VIRTKEY_AXIS_RIGHT_Y_MAX = 0x1000b,
VIRTKEY_REWIND = 0x1000c,
VIRTKEY_SAVE_STATE = 0x1000d,
VIRTKEY_LOAD_STATE = 0x1000e,
VIRTKEY_LAST,
VIRTKEY_COUNT = VIRTKEY_LAST - VIRTKEY_FIRST
};
@@ -96,9 +98,9 @@ typedef std::map<int, std::vector<KeyDef>> KeyMapping;
// KeyMap
// A translation layer for key assignment. Provides
// integration with Core's config state.
//
//
// Does not handle input state managment.
//
//
// Platform ports should map their platform's keys to KeyMap's keys (NKCODE_*).
//
// Then have KeyMap transform those into psp buttons.
@@ -114,7 +116,7 @@ namespace KeyMap {
std::string name;
};
// Use if you need to display the textual name
// Use if you need to display the textual name
std::string GetKeyName(int keyCode);
std::string GetKeyOrAxisName(int keyCode);
std::string GetAxisName(int axisId);
+8
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@@ -269,6 +269,14 @@ void EmuScreen::onVKeyDown(int virtualKeyCode) {
osm.Show(s->T("norewind", "No rewind save states available"), 2.0);
}
break;
case VIRTKEY_SAVE_STATE:
SaveState::SaveSlot(g_Config.iCurrentStateSlot, 0);
break;
case VIRTKEY_LOAD_STATE:
if (SaveState::HasSaveInSlot(g_Config.iCurrentStateSlot)) {
SaveState::LoadSlot(g_Config.iCurrentStateSlot, 0);
}
break;
}
}