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CommonHostInterface: Move save state on exit logic to base class
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@ -125,7 +125,6 @@ public:
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virtual void Shutdown() override;
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virtual bool BootSystem(const SystemBootParameters& parameters) override;
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virtual void PowerOffSystem() override;
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virtual void ResetSystem() override;
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virtual void DestroySystem() override;
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@ -169,6 +168,9 @@ public:
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/// Saves the current input configuration to the specified profile name.
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bool SaveInputProfile(const char* profile_path);
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/// Powers off the system, optionally saving the resume state.
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void PowerOffSystem(bool save_resume_state);
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/// Loads state from the specified filename.
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bool LoadState(const char* filename);
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@ -184,8 +186,7 @@ public:
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/// Loads the most recent resume save state. This may be global or per-game.
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bool ResumeSystemFromMostRecentState();
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/// Saves the resume save state, call when shutting down. Not called automatically on DestroySystem() since that can
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/// be called as a result of an error.
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/// Saves the resume save state, call when shutting down.
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bool SaveResumeSaveState();
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/// Returns a list of save states for the specified game code.
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@ -268,6 +269,9 @@ public:
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/// Converts a fullscreen mode to a string.
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static std::string GetFullscreenModeString(u32 width, u32 height, float refresh_rate);
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/// Returns true if the state should be saved on shutdown.
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bool ShouldSaveResumeState() const;
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/// Returns true if fast forwarding or slow motion is currently active.
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bool IsRunningAtNonStandardSpeed() const;
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