void trigger_key(u32 key)
{
u32 p1_cnt = io_registers[REG_P1CNT];
- u32 p1;
if((p1_cnt >> 14) & 0x01)
{
handled_buttons = (last_buttons ^ buttons) & buttons;
last_buttons = buttons;
- for(i = 0; i < 16; i++)
+ for(i = 0; i < PLAT_BUTTON_COUNT; i++)
{
if(handled_buttons & button_plat_mask_to_config[i])
button_id = gamepad_config_map[i];
case BUTTON_ID_LOADSTATE:
{
- u8 current_savestate_filename[512];
+ char current_savestate_filename[512];
get_savestate_filename_noshot(savestate_slot,
current_savestate_filename);
load_state(current_savestate_filename);
case BUTTON_ID_SAVESTATE:
{
- u8 current_savestate_filename[512];
+ char current_savestate_filename[512];
u16 *current_screen = copy_screen();
get_savestate_filename_noshot(savestate_slot,
current_savestate_filename);
case SDLK_BACKSPACE:
gui_action = CURSOR_BACK;
break;
+
+ default:
+ break;
}
break;
}
if(event.key.keysym.sym == SDLK_F5)
{
- u8 current_savestate_filename[512];
+ char current_savestate_filename[512];
u16 *current_screen = copy_screen();
get_savestate_filename_noshot(savestate_slot,
current_savestate_filename);
if(event.key.keysym.sym == SDLK_F7)
{
- u8 current_savestate_filename[512];
+ char current_savestate_filename[512];
get_savestate_filename_noshot(savestate_slot,
current_savestate_filename);
load_state(current_savestate_filename);