Searched refs:RewindState (Results 1 – 10 of 10) sorted by relevance
14 _rewindState = RewindState::Stopped; in RewindManager()50 case RewindState::Starting: in ProcessNotification()51 case RewindState::Started: in ProcessNotification()52 case RewindState::Debugging: in ProcessNotification()56 case RewindState::Stopping: in ProcessNotification()74 case RewindState::Stopped: in ProcessNotification()129 _rewindState = forDebugger ? RewindState::Debugging : RewindState::Starting; in Start()224 if(_rewindState == RewindState::Starting || _rewindState == RewindState::Started) { in ProcessFrame()249 } else if(_rewindState == RewindState::Stopping || _rewindState == RewindState::Debugging) { in ProcessFrame()258 if(_rewindState == RewindState::Starting || _rewindState == RewindState::Started) { in ProcessAudio()[all …]
12 enum class RewindState enum35 RewindState _rewindState;
180 struct RewindState { struct in RewindManager187 RewindState() = default;188 RewindState(const RewindState& rs) : cycles(rs.cycles) { } in RewindState() function189 RewindState& operator= (const RewindState& rs) { cycles = rs.cycles; return *this; } in operator =() argument192 friend ostream& operator<<(ostream& os, const RewindState& s) { in operator <<()199 Common::LinkedObjectPool<RewindState> myStateList;
105 RewindState& lastState = myStateList.current(); in addState()131 RewindState& state = myStateList.current(); in addState()165 RewindState& state = myStateList.current(); in rewindStates()200 RewindState& state = myStateList.current(); in unwindStates()257 RewindState& state = myStateList.current(); in saveAllStates()324 RewindState& state = myStateList.current(); in loadAllStates()357 Common::LinkedObjectPool<RewindState>::const_iter removeIter = myStateList.first(); in compressStates()387 RewindState& state = myStateList.current(); in loadState()
34 MDFN_HIDE extern bool RewindState; // " " " "
46 bool RewindState = true; variable1021 else if(RewindState) in IncSelectedDevice()1722 RewindState = !RewindState; in CheckCommandKeys()1723 MDFNI_EnableStateRewind(RewindState); in CheckCommandKeys()1725 …MDFN_Notify(MDFN_NOTICE_STATUS, RewindState ? _("State rewinding functionality enabled.") : _("Sta… in CheckCommandKeys()
1167 RewindState = MDFN_GetSettingB("srwautoenable"); in LoadGame()1168 if(RewindState) in LoadGame()1171 MDFNI_EnableStateRewind(RewindState); in LoadGame()
77 void RewindState(); // Restores state previously created with CreateRewindState();
653 void RewindState() { in RewindState() function
253 RewindState(); in PADhandleKey()