GUI: fix bug #2822778
(Savegames now get loaded after GMM dialogue execution. This avoids mouse cursor glitches (e.g. mouse cursors which get changed during loadGameState() being popped when the dialogue closes).
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3 changed files with 39 additions and 7 deletions
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@ -96,6 +96,7 @@ Engine::Engine(OSystem *syst)
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_targetName(ConfMan.getActiveDomainName()),
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_pauseLevel(0),
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_pauseStartTime(0),
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_saveSlotToLoad(-1),
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_engineStartTime(_system->getMillis()),
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_mainMenuDialog(NULL) {
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@ -396,7 +397,22 @@ void Engine::pauseEngineIntern(bool pause) {
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void Engine::openMainMenuDialog() {
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if (!_mainMenuDialog)
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_mainMenuDialog = new MainMenuDialog(this);
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setGameToLoadSlot(-1);
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runDialog(*_mainMenuDialog);
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// Load savegame after main menu execution
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// (not from inside the menu loop to avoid
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// mouse cursor glitches and simliar bugs,
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// e.g. #2822778).
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// FIXME: For now we just ignore the return
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// value, which is quite bad since it could
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// be a fatal loading error, which renders
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// the engine unusable.
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if (_saveSlotToLoad > 0)
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loadGameState(_saveSlotToLoad);
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syncSoundSettings();
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}
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@ -437,6 +453,10 @@ int Engine::runDialog(GUI::Dialog &dialog) {
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return result;
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}
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void Engine::setGameToLoadSlot(int slot) {
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_saveSlotToLoad = slot;
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}
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void Engine::syncSoundSettings() {
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// Sync the engine with the config manager
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int soundVolumeMusic = ConfMan.getInt("music_volume");
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