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More flicker elimination on pause screen
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+9
-4
@@ -165,7 +165,7 @@ void ScreenshotViewScreen::OnLoadState(UI::EventParams &e) {
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void ScreenshotViewScreen::OnUndoState(UI::EventParams &e) {
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if (!NetworkWarnUserIfOnlineAndCantSavestate()) {
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SaveState::UndoSaveSlot(saveStatePrefix_, slot_);
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TriggerFinish(DR_CANCEL);
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TriggerFinish(DR_YES); // DR_YES signals that we need a refresh, but not to close the pause menu.
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}
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}
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@@ -183,7 +183,7 @@ void ScreenshotViewScreen::OnDeleteState(UI::EventParams &e) {
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screenManager()->push(new UI::MessagePopupScreen(title, message, di->T("Delete"), di->T("Cancel"), [this](bool result) {
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if (result) {
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SaveState::DeleteSlot(saveStatePrefix_, slot_);
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TriggerFinish(DR_CANCEL);
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TriggerFinish(DR_YES); // DR_YES signals that we need a refresh, but not to close the pause menu.
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}
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}));
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}
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@@ -753,8 +753,13 @@ void GamePauseScreen::OnState(UI::EventParams &e) {
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void GamePauseScreen::dialogFinished(const Screen *dialog, DialogResult dr) {
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std::string tag = dialog->tag();
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if (tag == "ScreenshotView" && dr == DR_OK) {
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finishNextFrame_ = true;
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if (tag == "ScreenshotView") {
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if (dr == DR_OK) {
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finishNextFrame_ = true;
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} else if (dr != DR_CANCEL && dr != DR_BACK) {
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// Just go back to the pause menu, but refresh the savestate thumbnails in case something changed.
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RecreateViews();
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}
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} else {
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if (tag == "Game") {
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g_BackgroundAudio.SetGame(Path());
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