mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 05:47:56 -07:00
commit
30ccaa3fd5
@ -247,6 +247,9 @@ void CodeWidget::Update()
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void CodeWidget::UpdateCallstack()
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void CodeWidget::UpdateCallstack()
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{
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{
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if (Core::GetState() == Core::State::Starting)
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return;
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m_callstack_list->clear();
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m_callstack_list->clear();
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std::vector<Dolphin_Debugger::CallstackEntry> stack;
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std::vector<Dolphin_Debugger::CallstackEntry> stack;
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@ -566,7 +566,7 @@ void MainWindow::FullScreen()
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// settings. If it's set to be fullscreen then it just remakes the window,
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// settings. If it's set to be fullscreen then it just remakes the window,
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// which probably isn't ideal.
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// which probably isn't ideal.
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bool was_fullscreen = m_render_widget->isFullScreen();
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bool was_fullscreen = m_render_widget->isFullScreen();
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HideRenderWidget();
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HideRenderWidget(false);
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if (was_fullscreen)
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if (was_fullscreen)
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ShowRenderWidget();
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ShowRenderWidget();
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else
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else
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@ -630,7 +630,7 @@ void MainWindow::ShowRenderWidget()
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{
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{
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// Otherwise, just show it.
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// Otherwise, just show it.
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m_rendering_to_main = false;
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m_rendering_to_main = false;
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if (SConfig::GetInstance().bFullscreen)
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if (SConfig::GetInstance().bFullscreen && !m_render_widget->isFullScreen())
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{
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{
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m_render_widget->showFullScreen();
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m_render_widget->showFullScreen();
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}
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}
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@ -642,7 +642,7 @@ void MainWindow::ShowRenderWidget()
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}
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}
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}
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}
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void MainWindow::HideRenderWidget()
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void MainWindow::HideRenderWidget(bool reinit)
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{
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{
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if (m_rendering_to_main)
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if (m_rendering_to_main)
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{
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{
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@ -655,12 +655,15 @@ void MainWindow::HideRenderWidget()
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setWindowTitle(QString::fromStdString(Common::scm_rev_str));
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setWindowTitle(QString::fromStdString(Common::scm_rev_str));
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}
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}
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m_render_widget->hide();
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// The following code works around a driver bug that would lead to Dolphin crashing when changing
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// The following code works around a driver bug that would lead to Dolphin crashing when changing
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// graphics backends (e.g. OpenGL to Vulkan). To avoid this the render widget is (safely)
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// graphics backends (e.g. OpenGL to Vulkan). To avoid this the render widget is (safely)
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// recreated
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// recreated
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if (reinit)
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{
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disconnect(m_render_widget, &RenderWidget::Closed, this, &MainWindow::ForceStop);
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disconnect(m_render_widget, &RenderWidget::Closed, this, &MainWindow::ForceStop);
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m_render_widget->hide();
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m_render_widget->removeEventFilter(this);
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m_render_widget->removeEventFilter(this);
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m_render_widget->deleteLater();
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m_render_widget->deleteLater();
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@ -669,6 +672,7 @@ void MainWindow::HideRenderWidget()
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m_render_widget->installEventFilter(this);
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m_render_widget->installEventFilter(this);
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connect(m_render_widget, &RenderWidget::Closed, this, &MainWindow::ForceStop);
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connect(m_render_widget, &RenderWidget::Closed, this, &MainWindow::ForceStop);
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}
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}
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}
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void MainWindow::ShowControllersWindow()
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void MainWindow::ShowControllersWindow()
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{
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{
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@ -100,7 +100,7 @@ private:
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void StartGame(const std::string& path, const std::optional<std::string>& savestate_path = {});
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void StartGame(const std::string& path, const std::optional<std::string>& savestate_path = {});
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void StartGame(std::unique_ptr<BootParameters>&& parameters);
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void StartGame(std::unique_ptr<BootParameters>&& parameters);
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void ShowRenderWidget();
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void ShowRenderWidget();
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void HideRenderWidget();
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void HideRenderWidget(bool reinit = true);
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void ShowSettingsWindow();
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void ShowSettingsWindow();
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void ShowGeneralWindow();
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void ShowGeneralWindow();
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@ -49,6 +49,12 @@ void RenderWidget::HandleCursorTimer()
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setCursor(Qt::BlankCursor);
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setCursor(Qt::BlankCursor);
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}
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}
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void RenderWidget::showFullScreen()
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{
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QWidget::showFullScreen();
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emit SizeChanged(width(), height());
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}
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bool RenderWidget::event(QEvent* event)
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bool RenderWidget::event(QEvent* event)
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{
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{
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switch (event->type())
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switch (event->type())
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@ -17,6 +17,7 @@ public:
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explicit RenderWidget(QWidget* parent = nullptr);
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explicit RenderWidget(QWidget* parent = nullptr);
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bool event(QEvent* event) override;
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bool event(QEvent* event) override;
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void showFullScreen();
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signals:
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signals:
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void EscapePressed();
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void EscapePressed();
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