From c52b73393b0f83ac6ca2acedb17a5bbc7d78f051 Mon Sep 17 00:00:00 2001 From: "Unknown W. Brackets" Date: Sat, 20 Dec 2014 23:34:11 -0800 Subject: [PATCH] Try default constructors for Symbian. --- Core/SaveState.cpp | 6 +----- Core/SaveState.h | 8 ++++---- UI/EmuScreen.cpp | 6 +++--- UI/MainScreen.cpp | 6 +++--- 4 files changed, 11 insertions(+), 15 deletions(-) diff --git a/Core/SaveState.cpp b/Core/SaveState.cpp index a47151e65f..229756f224 100644 --- a/Core/SaveState.cpp +++ b/Core/SaveState.cpp @@ -335,7 +335,6 @@ namespace SaveState std::string fn = GenerateSaveSlotFilename(slot, STATE_EXTENSION); std::string shot = GenerateSaveSlotFilename(slot, SCREENSHOT_EXTENSION); if (!fn.empty()) { -#ifndef __SYMBIAN32__ auto renameCallback = [=](bool status, void *data) { if (status) { if (File::Exists(fn)) { @@ -348,11 +347,8 @@ namespace SaveState } }; // Let's also create a screenshot. - SaveScreenshot(shot, nullptr, 0); + SaveScreenshot(shot, Callback(), 0); Save(fn + ".tmp", renameCallback, cbUserData); -#else - Save(fn, renameCallback, cbUserData); -#endif } else { I18NCategory *s = GetI18NCategory("Screen"); osm.Show("Failed to save state. Error in the file system.", 2.0); diff --git a/Core/SaveState.h b/Core/SaveState.h index 856143c20a..8941b2d485 100644 --- a/Core/SaveState.h +++ b/Core/SaveState.h @@ -45,22 +45,22 @@ namespace SaveState // Load the specified file into the current state (async.) // Warning: callback will be called on a different thread. - void Load(const std::string &filename, Callback callback = nullptr, void *cbUserData = 0); + void Load(const std::string &filename, Callback callback = Callback(), void *cbUserData = 0); // Save the current state to the specified file (async.) // Warning: callback will be called on a different thread. - void Save(const std::string &filename, Callback callback = nullptr, void *cbUserData = 0); + void Save(const std::string &filename, Callback callback = Callback(), void *cbUserData = 0); CChunkFileReader::Error SaveToRam(std::vector &state); CChunkFileReader::Error LoadFromRam(std::vector &state); // For testing / automated tests. Runs a save state verification pass (async.) // Warning: callback will be called on a different thread. - void Verify(Callback callback = nullptr, void *cbUserData = 0); + void Verify(Callback callback = Callback(), void *cbUserData = 0); // To go back to a previous snapshot (only if enabled.) // Warning: callback will be called on a different thread. - void Rewind(Callback callback = nullptr, void *cbUserData = 0); + void Rewind(Callback callback = Callback(), void *cbUserData = 0); // Returns true if there are rewind snapshots available. bool CanRewind(); diff --git a/UI/EmuScreen.cpp b/UI/EmuScreen.cpp index e72aea920d..a6586a73df 100644 --- a/UI/EmuScreen.cpp +++ b/UI/EmuScreen.cpp @@ -332,11 +332,11 @@ void EmuScreen::onVKeyDown(int virtualKeyCode) { } break; case VIRTKEY_SAVE_STATE: - SaveState::SaveSlot(g_Config.iCurrentStateSlot, nullptr); + SaveState::SaveSlot(g_Config.iCurrentStateSlot, SaveState::Callback()); break; case VIRTKEY_LOAD_STATE: if (SaveState::HasSaveInSlot(g_Config.iCurrentStateSlot)) { - SaveState::LoadSlot(g_Config.iCurrentStateSlot, nullptr); + SaveState::LoadSlot(g_Config.iCurrentStateSlot, SaveState::Callback()); } break; case VIRTKEY_NEXT_SLOT: @@ -800,7 +800,7 @@ void EmuScreen::autoLoad() { //check if save state has save, if so, load int lastSlot = SaveState::GetNewestSlot(); if (g_Config.bEnableAutoLoad && lastSlot != -1) { - SaveState::LoadSlot(lastSlot, nullptr, 0); + SaveState::LoadSlot(lastSlot, SaveState::Callback(), 0); g_Config.iCurrentStateSlot = lastSlot; } } diff --git a/UI/MainScreen.cpp b/UI/MainScreen.cpp index c109ad1c50..50e58e6513 100644 --- a/UI/MainScreen.cpp +++ b/UI/MainScreen.cpp @@ -1235,21 +1235,21 @@ UI::EventReturn GamePauseScreen::OnReportFeedback(UI::EventParams &e) { } UI::EventReturn GamePauseScreen::OnLoadState(UI::EventParams &e) { - SaveState::LoadSlot(saveSlots_->GetSelection(), nullptr, 0); + SaveState::LoadSlot(saveSlots_->GetSelection(), SaveState::Callback(), 0); screenManager()->finishDialog(this, DR_CANCEL); return UI::EVENT_DONE; } UI::EventReturn GamePauseScreen::OnSaveState(UI::EventParams &e) { - SaveState::SaveSlot(saveSlots_->GetSelection(), nullptr, 0); + SaveState::SaveSlot(saveSlots_->GetSelection(), SaveState::Callback(), 0); screenManager()->finishDialog(this, DR_CANCEL); return UI::EVENT_DONE; } UI::EventReturn GamePauseScreen::OnRewind(UI::EventParams &e) { - SaveState::Rewind(nullptr, 0); + SaveState::Rewind(SaveState::Callback(), 0); screenManager()->finishDialog(this, DR_CANCEL); return UI::EVENT_DONE;