Exemple #1
0
        private void BeforeQuickSave(object sender, BeforeQuickSaveEventArgs e)
        {
            if (treeView.SelectedNode == null)
            {
                treeView.SelectedNode = treeView.Nodes[0];
            }

            if (treeView.SelectedNode.Tag is FileInfo)
            {
                treeView.SelectedNode = treeView.SelectedNode.Parent;
            }
            string path = Path.Combine(PathManager.GetSaveStatePath(Global.Game), treeView.SelectedNode.FullPath);

            ClientApi.SaveState(Path.Combine(path, e.Name));
            e.Handled = true;

            foreach (TreeNode node in treeView.SelectedNode.Nodes)
            {
                if (node.Text == e.Name)
                {
                    return;
                }
            }

            TreeNode newNode = new TreeNode(e.Name);

            newNode.Tag = new FileInfo(Path.Combine(path, string.Format("{0}.State", e.Name)));
            treeView.SelectedNode.Nodes.Add(newNode);
            if (treeView.SelectedNode != null)
            {
                treeView.SelectedNode.ExpandAll();
            }
        }
Exemple #2
0
 /// <summary>
 /// Raised before a quicksave is done (just after pressing shortcut button)
 /// </summary>
 /// <param name="sender">Object who raised the event</param>
 /// <param name="quickSaveSlotName">Slot used for quicksave</param>
 /// <param name="eventHandled">A boolean that can be set if users want to handle save themselves; if so, BizHawk won't do anything</param>
 public static void OnBeforeQuickSave(object sender, string quickSaveSlotName, out bool eventHandled)
 {
     eventHandled = false;
     if (BeforeQuickSave != null)
     {
         var e = new BeforeQuickSaveEventArgs(quickSaveSlotName);
         BeforeQuickSave(sender, e);
         eventHandled = e.Handled;
     }
 }
 //We will override F10 quicksave behavior
 private void ClientApi_BeforeQuickSave(object sender, BeforeQuickSaveEventArgs e)
 {
     if (e.Slot == 0)
     {
         string basePath = Path.Combine(PathManager.GetSaveStatePath(Global.Game), "Test");
         if (!Directory.Exists(basePath))
         {
             Directory.CreateDirectory(basePath);
         }
         ClientApi.SaveState(Path.Combine(basePath, e.Name));
         e.Handled = true;
     }
 }