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UI: Minor pause screen cleanup.
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unknownbrackets committed Nov 23, 2017
1 parent 3431653 commit 03ac79c
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Showing 2 changed files with 4 additions and 8 deletions.
4 changes: 2 additions & 2 deletions UI/PauseScreen.cpp
Expand Up @@ -172,8 +172,8 @@ class SaveSlotView : public UI::LinearLayout {
UI::EventReturn OnSaveState(UI::EventParams &e); UI::EventReturn OnSaveState(UI::EventParams &e);
UI::EventReturn OnLoadState(UI::EventParams &e); UI::EventReturn OnLoadState(UI::EventParams &e);


UI::Button *saveStateButton_; UI::Button *saveStateButton_ = nullptr;
UI::Button *loadStateButton_; UI::Button *loadStateButton_ = nullptr;


int slot_; int slot_;
std::string gamePath_; std::string gamePath_;
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8 changes: 2 additions & 6 deletions UI/PauseScreen.h
Expand Up @@ -27,7 +27,7 @@


class GamePauseScreen : public UIDialogScreenWithGameBackground { class GamePauseScreen : public UIDialogScreenWithGameBackground {
public: public:
GamePauseScreen(const std::string &filename) : UIDialogScreenWithGameBackground(filename), finishNextFrame_(false), gamePath_(filename) {} GamePauseScreen(const std::string &filename) : UIDialogScreenWithGameBackground(filename), gamePath_(filename) {}
virtual ~GamePauseScreen(); virtual ~GamePauseScreen();


virtual void dialogFinished(const Screen *dialog, DialogResult dr) override; virtual void dialogFinished(const Screen *dialog, DialogResult dr) override;
Expand All @@ -39,7 +39,6 @@ class GamePauseScreen : public UIDialogScreenWithGameBackground {
void CallbackDeleteConfig(bool yes); void CallbackDeleteConfig(bool yes);


private: private:
UI::EventReturn OnMainSettings(UI::EventParams &e);
UI::EventReturn OnGameSettings(UI::EventParams &e); UI::EventReturn OnGameSettings(UI::EventParams &e);
UI::EventReturn OnExitToMenu(UI::EventParams &e); UI::EventReturn OnExitToMenu(UI::EventParams &e);
UI::EventReturn OnReportFeedback(UI::EventParams &e); UI::EventReturn OnReportFeedback(UI::EventParams &e);
Expand All @@ -55,11 +54,8 @@ class GamePauseScreen : public UIDialogScreenWithGameBackground {
UI::EventReturn OnSwitchUMD(UI::EventParams &e); UI::EventReturn OnSwitchUMD(UI::EventParams &e);
UI::EventReturn OnState(UI::EventParams &e); UI::EventReturn OnState(UI::EventParams &e);


UI::Choice *saveStateButton_;
UI::Choice *loadStateButton_;

// hack // hack
bool finishNextFrame_; bool finishNextFrame_ = false;
std::string gamePath_; std::string gamePath_;
}; };


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