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PSPSaveDialog: Style/warning fixes. Add a way to return errors (unused).
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@@ -31,19 +31,17 @@ PSPSaveDialog::PSPSaveDialog()
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PSPSaveDialog::~PSPSaveDialog() {
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}
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void PSPSaveDialog::Init(int paramAddr)
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u32 PSPSaveDialog::Init(int paramAddr)
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{
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// Ignore if already running
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if (status != SCE_UTILITY_STATUS_NONE && status != SCE_UTILITY_STATUS_SHUTDOWN)
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{
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return;
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return 0;
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}
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param.SetPspParam((SceUtilitySavedataParam*)Memory::GetPointer(paramAddr));
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DEBUG_LOG(HLE,"sceUtilitySavedataInitStart(%08x)", paramAddr);
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u32 retval = param.SetPspParam((SceUtilitySavedataParam*)Memory::GetPointer(paramAddr));
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DEBUG_LOG(HLE,"Mode: %i", param.GetPspParam()->mode);
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switch(param.GetPspParam()->mode)
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switch (param.GetPspParam()->mode)
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{
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case SCE_UTILITY_SAVEDATA_TYPE_AUTOLOAD:
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case SCE_UTILITY_SAVEDATA_TYPE_LOAD:
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@@ -85,12 +83,12 @@ void PSPSaveDialog::Init(int paramAddr)
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ERROR_LOG(HLE, "Load/Save function %d not coded. Title: %s Save: %s File: %s", param.GetPspParam()->mode, param.GetGameName(param.GetPspParam()).c_str(), param.GetGameName(param.GetPspParam()).c_str(), param.GetFileName(param.GetPspParam()).c_str());
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param.GetPspParam()->result = 0;
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display = DS_NONE;
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return; // Return 0 should allow the game to continue, but missing function must be implemented and returning the right value or the game can block.
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return 0; // Return 0 should allow the game to continue, but missing function must be implemented and returning the right value or the game can block.
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}
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break;
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}
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status = SCE_UTILITY_STATUS_INITIALIZE;
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status = (int)retval < 0 ? SCE_UTILITY_STATUS_SHUTDOWN : SCE_UTILITY_STATUS_INITIALIZE;
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currentSelectedSave = 0;
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lastButtons = __CtrlPeekButtons();
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@@ -126,7 +124,7 @@ void PSPSaveDialog::Init(int paramAddr)
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INFO_LOG(HLE,"snd0 data : %08x",*((unsigned int*)¶m.GetPspParam()->snd0FileData.buf));
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INFO_LOG(HLE,"snd0 size : %u",param.GetPspParam()->snd0FileData.bufSize);*/
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return retval;
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}
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void PSPSaveDialog::DisplaySaveList(bool canMove)
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@@ -142,16 +140,16 @@ void PSPSaveDialog::DisplaySaveList(bool canMove)
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}
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// Calc save image position on screen
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int w = 150;
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int h = 80;
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int x = 20;
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float w = 150;
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float h = 80;
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float x = 20;
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if(displayCount != currentSelectedSave)
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{
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w = 80;
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h = 40;
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x = 50;
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}
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int y = 80;
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float y = 80;
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if(displayCount < currentSelectedSave)
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y -= 50 * (currentSelectedSave - displayCount);
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else if(displayCount > currentSelectedSave)
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@@ -199,10 +197,10 @@ void PSPSaveDialog::DisplaySaveIcon()
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}
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// Calc save image position on screen
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int w = 150;
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int h = 80;
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int x = 20;
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int y = 80;
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float w = 150;
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float h = 80;
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float x = 20;
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float y = 80;
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int tw = 256;
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int th = 256;
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