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Achievements: Display an error when trying to load a state in hardcore
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parent
65e209b0f0
commit
bc4c908a18
@ -813,9 +813,6 @@ void MainWindow::onAchievementsHardcoreModeChanged(bool enabled)
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// disable debugger while hardcore mode is active
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m_ui.actionDebugger->setDisabled(enabled);
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// refresh emulation actions to show/hide load state buttons based on hardcore mode
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updateEmulationActions(s_vm_valid, s_vm_valid, false);
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if (enabled)
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{
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// If PauseOnEntry is enabled, we prompt the user to disable Hardcore Mode
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@ -911,7 +908,7 @@ void MainWindow::updateEmulationActions(bool starting, bool running, bool stoppi
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m_ui.actionPause->setEnabled(running);
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m_ui.actionScreenshot->setEnabled(running);
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m_ui.menuChangeDisc->setEnabled(running);
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m_ui.menuLoadState->setEnabled(running && !Achievements::IsHardcoreModeActive());
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m_ui.menuLoadState->setEnabled(running);
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m_ui.menuSaveState->setEnabled(running);
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m_ui.actionSaveGSDump->setEnabled(running);
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@ -920,7 +917,7 @@ void MainWindow::updateEmulationActions(bool starting, bool running, bool stoppi
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m_ui.actionToolbarPause->setEnabled(running);
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m_ui.actionToolbarScreenshot->setEnabled(running);
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m_ui.actionToolbarChangeDisc->setEnabled(running);
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m_ui.actionToolbarLoadState->setEnabled(running && !Achievements::IsHardcoreModeActive());
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m_ui.actionToolbarLoadState->setEnabled(running);
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m_ui.actionToolbarSaveState->setEnabled(running);
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m_ui.actionViewGameProperties->setEnabled(running);
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@ -6948,8 +6948,7 @@ void FullscreenUI::DrawPauseMenu(MainWindowType type)
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case PauseSubMenu::None:
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{
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// NOTE: Menu close must come first, because otherwise VM destruction options will race.
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const bool can_load_state = s_current_disc_crc != 0 && !Achievements::IsHardcoreModeActive();
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const bool can_save_state = s_current_disc_crc != 0;
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const bool can_load_or_save_state = s_current_disc_crc != 0;
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if (just_focused)
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ImGui::SetFocusID(ImGui::GetID(FSUI_ICONSTR(ICON_FA_PLAY, "Resume Game")), ImGui::GetCurrentWindow());
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@ -6963,19 +6962,19 @@ void FullscreenUI::DrawPauseMenu(MainWindowType type)
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DoToggleFrameLimit();
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}
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if (ActiveButton(FSUI_ICONSTR(ICON_FA_ARROW_ROTATE_LEFT, "Load State"), false, can_load_state))
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if (ActiveButton(FSUI_ICONSTR(ICON_FA_ARROW_ROTATE_LEFT, "Load State"), false, can_load_or_save_state))
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{
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if (OpenSaveStateSelector(true))
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s_current_main_window = MainWindowType::None;
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}
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if (ActiveButton(FSUI_ICONSTR(ICON_FA_DOWNLOAD, "Save State"), false, can_save_state))
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if (ActiveButton(FSUI_ICONSTR(ICON_FA_DOWNLOAD, "Save State"), false, can_load_or_save_state))
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{
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if (OpenSaveStateSelector(false))
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s_current_main_window = MainWindowType::None;
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}
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if (ActiveButton(FSUI_ICONSTR(ICON_FA_WRENCH, "Game Properties"), false, can_save_state))
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if (ActiveButton(FSUI_ICONSTR(ICON_FA_WRENCH, "Game Properties"), false, can_load_or_save_state))
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{
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SwitchToGameSettings();
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}
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@ -7015,7 +7014,7 @@ void FullscreenUI::DrawPauseMenu(MainWindowType type)
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if (ActiveButton(FSUI_ICONSTR(ICON_FA_POWER_OFF, "Close Game"), false))
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{
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// skip submenu when we can't save anyway
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if (!can_save_state)
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if (!can_load_or_save_state)
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RequestShutdown(false);
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else
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OpenPauseSubMenu(PauseSubMenu::Exit);
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@ -7340,7 +7339,7 @@ void FullscreenUI::DrawSaveStateSelector(bool is_loading)
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if (ActiveButton(
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is_loading ? FSUI_ICONSTR(ICON_FA_FOLDER_OPEN, "Load State") : FSUI_ICONSTR(ICON_FA_FOLDER_OPEN, "Save State"),
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false, is_loading ? !Achievements::IsHardcoreModeActive() : true, LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY))
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false, true, LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY))
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{
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if (is_loading)
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DoLoadState(std::move(entry.path));
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