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merged with upstream / amended SDL2 multi monitor support
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@@ -44,6 +44,7 @@
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#include "UI/CwCheatScreen.h"
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#include "UI/MiscScreens.h"
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#include "UI/ControlMappingScreen.h"
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#include "UI/ReportScreen.h"
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#include "UI/Store.h"
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#include "UI/ui_atlas.h"
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#include "Core/Config.h"
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@@ -1176,6 +1177,12 @@ void GamePauseScreen::CreateViews() {
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if (g_Config.bEnableCheats) {
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rightColumnItems->Add(new Choice(i->T("Cheats")))->OnClick.Handle(this, &GamePauseScreen::OnCwCheat);
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}
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// TODO, also might be nice to show overall compat rating here?
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// Based on their platform or even cpu/gpu/config. Would add an API for it.
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if (Reporting::IsEnabled()) {
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I18NCategory *rp = GetI18NCategory("Reporting");
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rightColumnItems->Add(new Choice(rp->T("ReportButton", "Report Feedback")))->OnClick.Handle(this, &GamePauseScreen::OnReportFeedback);
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}
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rightColumnItems->Add(new Spacer(25.0));
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rightColumnItems->Add(new Choice(i->T("Exit to menu")))->OnClick.Handle(this, &GamePauseScreen::OnExitToMenu);
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@@ -1207,6 +1214,11 @@ UI::EventReturn GamePauseScreen::OnExitToMenu(UI::EventParams &e) {
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return UI::EVENT_DONE;
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}
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UI::EventReturn GamePauseScreen::OnReportFeedback(UI::EventParams &e) {
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screenManager()->push(new ReportScreen(gamePath_));
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return UI::EVENT_DONE;
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}
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UI::EventReturn GamePauseScreen::OnLoadState(UI::EventParams &e) {
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SaveState::LoadSlot(saveSlots_->GetSelection(), 0, 0);
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