working on explicit profile load/saves: do this in a screen, not implicitly

as part of other operations
separate profile loads/locks for each player
This commit is contained in:
Glenn Maynard
2007-04-17 22:27:25 +00:00
parent 3e5206f810
commit a8a4803ed8
8 changed files with 361 additions and 51 deletions
+6 -4
View File
@@ -21,8 +21,10 @@ public:
MemoryCardState GetCardState( PlayerNumber pn ) const { return m_State[pn]; }
RString GetCardError( PlayerNumber pn ) const { return m_sError[pn]; }
void LockCards(); // prevent removing or changing of memory cards
void UnlockCards();
void WaitForCheckingToComplete();
bool CardInserted( PlayerNumber pn );
void LockCard( PlayerNumber pn ); // prevent removing or changing of memory card
void UnlockCard( PlayerNumber pn );
bool MountCard( PlayerNumber pn, int iTimeout = 10 );
bool MountCard( PlayerNumber pn, const UsbStorageDevice &d, int iTimeout = 10 );
void UnmountCard( PlayerNumber pn );
@@ -33,7 +35,7 @@ public:
void PauseMountingThread( int iTimeout = 20 );
void UnPauseMountingThread();
bool GetCardsLocked() const { return m_bCardsLocked; }
bool GetCardLocked( PlayerNumber pn ) const { return m_bCardLocked[pn]; }
bool PathIsMemCard( RString sDir ) const;
@@ -58,7 +60,7 @@ protected:
vector<UsbStorageDevice> m_vStorageDevices; // all currently connected
bool m_bCardsLocked;
bool m_bCardLocked[NUM_PLAYERS];
bool m_bMounted[NUM_PLAYERS]; // card is currently mounted
UsbStorageDevice m_Device[NUM_PLAYERS]; // device in the memory card slot, blank if none