gl ui: Make sure LoadState is on screen even on small screens

This commit is contained in:
Henrik Rydgard 2013-02-20 00:22:58 +01:00
parent eb130db387
commit 570ff5d5b9

View file

@ -256,13 +256,12 @@ void InGameMenuScreen::render() {
g_Config.iFrameSkip = fs ? 1 : 0;
// TODO: Add UI for more than one slot.
VLinear vlinear1(x, y + 80, 20);
UIText(UBUNTU24, vlinear1, "Save states are experimental (and large)", 0xFFFFFFFF);
if (UIButton(GEN_ID, vlinear1, LARGE_BUTTON_WIDTH, "Save State", ALIGN_LEFT)) {
HLinear hlinear1(x, y + 80, 20);
if (UIButton(GEN_ID, hlinear1, LARGE_BUTTON_WIDTH, "Save State", ALIGN_LEFT)) {
SaveState::SaveSlot(0, 0, 0);
screenManager()->finishDialog(this, DR_CANCEL);
}
if (UIButton(GEN_ID, vlinear1, LARGE_BUTTON_WIDTH, "Load State", ALIGN_LEFT)) {
if (UIButton(GEN_ID, hlinear1, LARGE_BUTTON_WIDTH, "Load State", ALIGN_LEFT)) {
SaveState::LoadSlot(0, 0, 0);
screenManager()->finishDialog(this, DR_CANCEL);
}