mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 05:09:34 -06:00
Frame: Normalize member names
This commit is contained in:
@ -107,7 +107,7 @@ wxMenuBar* CFrame::GetMenuBar() const
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wxMenuBar* CFrame::CreateMenuBar() const
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{
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const auto menu_type =
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UseDebugger ? MainMenuBar::MenuType::Debug : MainMenuBar::MenuType::Regular;
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m_use_debugger ? MainMenuBar::MenuType::Debug : MainMenuBar::MenuType::Regular;
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return new MainMenuBar{menu_type};
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}
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@ -189,7 +189,7 @@ void CFrame::BindMenuBarEvents()
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Bind(wxEVT_MENU, &CFrame::OnHelp, this, IDM_HELP_GITHUB);
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Bind(wxEVT_MENU, &CFrame::OnHelp, this, wxID_ABOUT);
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if (UseDebugger)
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if (m_use_debugger)
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BindDebuggerMenuBarEvents();
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}
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@ -257,7 +257,7 @@ void CFrame::BindDebuggerMenuBarUpdateEvents()
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wxToolBar* CFrame::OnCreateToolBar(long style, wxWindowID id, const wxString& name)
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{
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const auto type =
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UseDebugger ? MainToolBar::ToolBarType::Debug : MainToolBar::ToolBarType::Regular;
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m_use_debugger ? MainToolBar::ToolBarType::Debug : MainToolBar::ToolBarType::Regular;
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return new MainToolBar{type, this, id, wxDefaultPosition, wxDefaultSize, style};
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}
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@ -293,10 +293,10 @@ void CFrame::BootGame(const std::string& filename)
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// If all that fails, ask to add a dir and don't boot
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if (bootfile.empty())
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{
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if (m_GameListCtrl->GetSelectedISO() != nullptr)
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if (m_game_list_ctrl->GetSelectedISO() != nullptr)
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{
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if (m_GameListCtrl->GetSelectedISO()->IsValid())
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bootfile = m_GameListCtrl->GetSelectedISO()->GetFileName();
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if (m_game_list_ctrl->GetSelectedISO()->IsValid())
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bootfile = m_game_list_ctrl->GetSelectedISO()->GetFileName();
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}
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else if (!StartUp.m_strDefaultISO.empty() && File::Exists(StartUp.m_strDefaultISO))
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{
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@ -311,7 +311,7 @@ void CFrame::BootGame(const std::string& filename)
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}
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else
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{
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m_GameListCtrl->BrowseForDirectory();
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m_game_list_ctrl->BrowseForDirectory();
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return;
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}
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}
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@ -527,7 +527,7 @@ void CFrame::OnPlay(wxCommandEvent& event)
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if (Core::IsRunning())
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{
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// Core is initialized and emulator is running
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if (UseDebugger)
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if (m_use_debugger)
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{
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bool was_stopped = CPU::IsStepping();
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CPU::EnableStepping(!was_stopped);
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@ -535,7 +535,7 @@ void CFrame::OnPlay(wxCommandEvent& event)
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// the UI, the UI only needs to be refreshed manually when unpausing.
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if (was_stopped)
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{
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g_pCodeWindow->Repopulate();
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m_code_window->Repopulate();
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UpdateGUI();
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}
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}
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@ -571,10 +571,10 @@ void CFrame::OnRenderParentClose(wxCloseEvent& event)
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void CFrame::OnRenderParentMove(wxMoveEvent& event)
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{
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if (Core::GetState() != Core::State::Uninitialized && !RendererIsFullscreen() &&
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!m_RenderFrame->IsMaximized() && !m_RenderFrame->IsIconized())
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!m_render_frame->IsMaximized() && !m_render_frame->IsIconized())
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{
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SConfig::GetInstance().iRenderWindowXPos = m_RenderFrame->GetPosition().x;
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SConfig::GetInstance().iRenderWindowYPos = m_RenderFrame->GetPosition().y;
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SConfig::GetInstance().iRenderWindowXPos = m_render_frame->GetPosition().x;
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SConfig::GetInstance().iRenderWindowYPos = m_render_frame->GetPosition().y;
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}
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event.Skip();
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}
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@ -585,14 +585,14 @@ void CFrame::OnRenderParentResize(wxSizeEvent& event)
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{
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int width, height;
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if (!SConfig::GetInstance().bRenderToMain && !RendererIsFullscreen() &&
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!m_RenderFrame->IsMaximized() && !m_RenderFrame->IsIconized())
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!m_render_frame->IsMaximized() && !m_render_frame->IsIconized())
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{
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m_RenderFrame->GetClientSize(&width, &height);
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m_render_frame->GetClientSize(&width, &height);
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SConfig::GetInstance().iRenderWindowWidth = width;
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SConfig::GetInstance().iRenderWindowHeight = height;
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}
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m_LogWindow->Refresh();
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m_LogWindow->Update();
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m_log_window->Refresh();
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m_log_window->Update();
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// We call Renderer::ChangeSurface here to indicate the size has changed,
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// but pass the same window handle. This is needed for the Vulkan backend,
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@ -626,16 +626,16 @@ void CFrame::ToggleDisplayMode(bool bFullscreen)
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}
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#elif defined(HAVE_XRANDR) && HAVE_XRANDR
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if (SConfig::GetInstance().strFullscreenResolution != "Auto")
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m_XRRConfig->ToggleDisplayMode(bFullscreen);
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m_xrr_config->ToggleDisplayMode(bFullscreen);
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#endif
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}
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// Prepare the GUI to start the game.
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void CFrame::StartGame(const std::string& filename)
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{
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if (m_bGameLoading)
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if (m_is_game_loading)
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return;
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m_bGameLoading = true;
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m_is_game_loading = true;
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GetToolBar()->EnableTool(IDM_PLAY, false);
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GetMenuBar()->FindItem(IDM_PLAY)->Enable(false);
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@ -643,21 +643,21 @@ void CFrame::StartGame(const std::string& filename)
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if (SConfig::GetInstance().bRenderToMain)
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{
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// Game has been started, hide the game list
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m_GameListCtrl->Disable();
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m_GameListCtrl->Hide();
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m_game_list_ctrl->Disable();
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m_game_list_ctrl->Hide();
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m_RenderParent = m_Panel;
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m_RenderFrame = this;
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m_render_parent = m_panel;
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m_render_frame = this;
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if (SConfig::GetInstance().bKeepWindowOnTop)
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m_RenderFrame->SetWindowStyle(m_RenderFrame->GetWindowStyle() | wxSTAY_ON_TOP);
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m_render_frame->SetWindowStyle(m_render_frame->GetWindowStyle() | wxSTAY_ON_TOP);
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else
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m_RenderFrame->SetWindowStyle(m_RenderFrame->GetWindowStyle() & ~wxSTAY_ON_TOP);
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m_render_frame->SetWindowStyle(m_render_frame->GetWindowStyle() & ~wxSTAY_ON_TOP);
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// No, I really don't want TAB_TRAVERSAL being set behind my back,
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// thanks. (Note that calling DisableSelfFocus would prevent this flag
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// from being set for new children, but wouldn't reset the existing
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// flag.)
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m_RenderParent->SetWindowStyle(m_RenderParent->GetWindowStyle() & ~wxTAB_TRAVERSAL);
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m_render_parent->SetWindowStyle(m_render_parent->GetWindowStyle() & ~wxTAB_TRAVERSAL);
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}
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else
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{
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@ -667,40 +667,40 @@ void CFrame::StartGame(const std::string& filename)
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// Set window size in framebuffer pixels since the 3D rendering will be operating at
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// that level.
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wxSize default_size{wxSize(640, 480) * (1.0 / GetContentScaleFactor())};
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m_RenderFrame =
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m_render_frame =
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new CRenderFrame(nullptr, wxID_ANY, _("Dolphin"), wxDefaultPosition, default_size);
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// Convert ClientSize coordinates to frame sizes.
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wxSize decoration_fudge = m_RenderFrame->GetSize() - m_RenderFrame->GetClientSize();
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wxSize decoration_fudge = m_render_frame->GetSize() - m_render_frame->GetClientSize();
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default_size += decoration_fudge;
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if (!window_geometry.IsEmpty())
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window_geometry.SetSize(window_geometry.GetSize() + decoration_fudge);
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WxUtils::SetWindowSizeAndFitToScreen(m_RenderFrame, window_geometry.GetPosition(),
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WxUtils::SetWindowSizeAndFitToScreen(m_render_frame, window_geometry.GetPosition(),
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window_geometry.GetSize(), default_size);
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if (SConfig::GetInstance().bKeepWindowOnTop)
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m_RenderFrame->SetWindowStyle(m_RenderFrame->GetWindowStyle() | wxSTAY_ON_TOP);
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m_render_frame->SetWindowStyle(m_render_frame->GetWindowStyle() | wxSTAY_ON_TOP);
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else
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m_RenderFrame->SetWindowStyle(m_RenderFrame->GetWindowStyle() & ~wxSTAY_ON_TOP);
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m_render_frame->SetWindowStyle(m_render_frame->GetWindowStyle() & ~wxSTAY_ON_TOP);
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m_RenderFrame->SetBackgroundColour(*wxBLACK);
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m_RenderFrame->Bind(wxEVT_CLOSE_WINDOW, &CFrame::OnRenderParentClose, this);
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m_RenderFrame->Bind(wxEVT_ACTIVATE, &CFrame::OnActive, this);
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m_RenderFrame->Bind(wxEVT_MOVE, &CFrame::OnRenderParentMove, this);
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m_render_frame->SetBackgroundColour(*wxBLACK);
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m_render_frame->Bind(wxEVT_CLOSE_WINDOW, &CFrame::OnRenderParentClose, this);
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m_render_frame->Bind(wxEVT_ACTIVATE, &CFrame::OnActive, this);
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m_render_frame->Bind(wxEVT_MOVE, &CFrame::OnRenderParentMove, this);
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#ifdef _WIN32
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// The renderer should use a top-level window for exclusive fullscreen support.
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m_RenderParent = m_RenderFrame;
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m_render_parent = m_render_frame;
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#else
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// To capture key events on Linux and Mac OS X the frame needs at least one child.
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m_RenderParent = new wxPanel(m_RenderFrame, IDM_MPANEL, wxDefaultPosition, wxDefaultSize, 0);
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m_render_parent = new wxPanel(m_render_frame, IDM_MPANEL, wxDefaultPosition, wxDefaultSize, 0);
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#endif
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m_RenderFrame->Show();
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m_render_frame->Show();
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}
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#if defined(__APPLE__)
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m_RenderFrame->EnableFullScreenView(true);
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m_render_frame->EnableFullScreenView(true);
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#endif
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wxBusyCursor hourglass;
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@ -710,12 +710,14 @@ void CFrame::StartGame(const std::string& filename)
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if (!BootManager::BootCore(filename))
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{
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DoFullscreen(false);
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// Destroy the renderer frame when not rendering to main
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if (!SConfig::GetInstance().bRenderToMain)
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m_RenderFrame->Destroy();
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m_RenderFrame = nullptr;
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m_RenderParent = nullptr;
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m_bGameLoading = false;
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m_render_frame->Destroy();
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m_render_frame = nullptr;
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m_render_parent = nullptr;
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m_is_game_loading = false;
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UpdateGUI();
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}
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else
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@ -735,13 +737,13 @@ void CFrame::StartGame(const std::string& filename)
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// We need this specifically to support setting the focus properly when using
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// the 'render to main window' feature on Windows
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if (auto panel = wxDynamicCast(m_RenderParent, wxPanel))
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if (auto panel = wxDynamicCast(m_render_parent, wxPanel))
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{
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panel->SetFocusIgnoringChildren();
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}
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else
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{
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m_RenderParent->SetFocus();
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m_render_parent->SetFocus();
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}
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wxTheApp->Bind(wxEVT_KEY_DOWN, &CFrame::OnKeyDown, this);
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@ -750,7 +752,7 @@ void CFrame::StartGame(const std::string& filename)
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wxTheApp->Bind(wxEVT_MIDDLE_DOWN, &CFrame::OnMouse, this);
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wxTheApp->Bind(wxEVT_MIDDLE_UP, &CFrame::OnMouse, this);
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wxTheApp->Bind(wxEVT_MOTION, &CFrame::OnMouse, this);
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m_RenderParent->Bind(wxEVT_SIZE, &CFrame::OnRenderParentResize, this);
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m_render_parent->Bind(wxEVT_SIZE, &CFrame::OnRenderParentResize, this);
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}
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}
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@ -777,14 +779,14 @@ void CFrame::DoPause()
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{
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Core::SetState(Core::State::Paused);
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if (SConfig::GetInstance().bHideCursor)
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m_RenderParent->SetCursor(wxNullCursor);
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m_render_parent->SetCursor(wxNullCursor);
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Core::UpdateTitle();
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}
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else
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{
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Core::SetState(Core::State::Running);
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if (SConfig::GetInstance().bHideCursor && RendererHasFocus())
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m_RenderParent->SetCursor(wxCURSOR_BLANK);
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m_render_parent->SetCursor(wxCURSOR_BLANK);
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}
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UpdateGUI();
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}
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@ -794,18 +796,18 @@ void CFrame::DoStop()
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{
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if (!Core::IsRunningAndStarted())
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return;
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if (m_confirmStop)
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if (m_confirm_stop)
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return;
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// don't let this function run again until it finishes, or is aborted.
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m_confirmStop = true;
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m_confirm_stop = true;
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m_bGameLoading = false;
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if (Core::GetState() != Core::State::Uninitialized || m_RenderParent != nullptr)
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m_is_game_loading = false;
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if (Core::GetState() != Core::State::Uninitialized || m_render_parent != nullptr)
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{
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#if defined __WXGTK__
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wxMutexGuiLeave();
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std::lock_guard<std::recursive_mutex> lk(keystate_lock);
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std::lock_guard<std::recursive_mutex> lk(m_keystate_lock);
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wxMutexGuiEnter();
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#endif
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@ -842,18 +844,18 @@ void CFrame::DoStop()
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if (should_pause)
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Core::SetState(state);
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m_confirmStop = false;
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m_confirm_stop = false;
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return;
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}
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}
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if (UseDebugger && g_pCodeWindow)
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if (m_use_debugger && m_code_window)
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{
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PowerPC::watches.Clear();
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PowerPC::breakpoints.Clear();
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PowerPC::memchecks.Clear();
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if (g_pCodeWindow->HasPanel<CBreakPointWindow>())
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g_pCodeWindow->GetPanel<CBreakPointWindow>()->NotifyUpdate();
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if (m_code_window->HasPanel<CBreakPointWindow>())
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m_code_window->GetPanel<CBreakPointWindow>()->NotifyUpdate();
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g_symbolDB.Clear();
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Host_NotifyMapLoaded();
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Core::SetState(state);
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@ -891,16 +893,16 @@ bool CFrame::TriggerSTMPowerEvent()
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Core::DisplayMessage("Shutting down", 30000);
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// Unpause because gracefully shutting down needs the game to actually request a shutdown.
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// Do not unpause in debug mode to allow debugging until the complete shutdown.
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if (Core::GetState() == Core::State::Paused && !UseDebugger)
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if (Core::GetState() == Core::State::Paused && !m_use_debugger)
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DoPause();
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ProcessorInterface::PowerButton_Tap();
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m_confirmStop = false;
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m_confirm_stop = false;
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return true;
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}
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void CFrame::OnStopped()
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{
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m_confirmStop = false;
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m_confirm_stop = false;
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m_tried_graceful_shutdown = false;
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#if defined(HAVE_X11) && HAVE_X11
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@ -914,10 +916,10 @@ void CFrame::OnStopped()
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SetThreadExecutionState(ES_CONTINUOUS);
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#endif
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m_RenderFrame->SetTitle(StrToWxStr(scm_rev_str));
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m_render_frame->SetTitle(StrToWxStr(scm_rev_str));
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// Destroy the renderer frame when not rendering to main
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m_RenderParent->Unbind(wxEVT_SIZE, &CFrame::OnRenderParentResize, this);
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m_render_parent->Unbind(wxEVT_SIZE, &CFrame::OnRenderParentResize, this);
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// Keyboard
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wxTheApp->Unbind(wxEVT_KEY_DOWN, &CFrame::OnKeyDown, this);
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@ -929,25 +931,25 @@ void CFrame::OnStopped()
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wxTheApp->Unbind(wxEVT_MIDDLE_UP, &CFrame::OnMouse, this);
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wxTheApp->Unbind(wxEVT_MOTION, &CFrame::OnMouse, this);
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if (SConfig::GetInstance().bHideCursor)
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m_RenderParent->SetCursor(wxNullCursor);
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m_render_parent->SetCursor(wxNullCursor);
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DoFullscreen(false);
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if (!SConfig::GetInstance().bRenderToMain)
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{
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m_RenderFrame->Destroy();
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m_render_frame->Destroy();
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}
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else
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{
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#if defined(__APPLE__)
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// Disable the full screen button when not in a game.
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m_RenderFrame->EnableFullScreenView(false);
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m_render_frame->EnableFullScreenView(false);
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#endif
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// Make sure the window is not longer set to stay on top
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m_RenderFrame->SetWindowStyle(m_RenderFrame->GetWindowStyle() & ~wxSTAY_ON_TOP);
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m_render_frame->SetWindowStyle(m_render_frame->GetWindowStyle() & ~wxSTAY_ON_TOP);
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}
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m_RenderParent = nullptr;
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m_bRendererHasFocus = false;
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m_RenderFrame = nullptr;
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m_render_parent = nullptr;
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m_renderer_has_focus = false;
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m_render_frame = nullptr;
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// Clean framerate indications from the status bar.
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GetStatusBar()->SetStatusText(" ", 0);
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@ -956,16 +958,16 @@ void CFrame::OnStopped()
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GetStatusBar()->SetStatusText(" ", 1);
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// If batch mode was specified on the command-line or we were already closing, exit now.
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if (m_bBatchMode || m_bClosing)
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if (m_batch_mode || m_is_closing)
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Close(true);
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// If using auto size with render to main, reset the application size.
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if (SConfig::GetInstance().bRenderToMain && SConfig::GetInstance().bRenderWindowAutoSize)
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SetSize(SConfig::GetInstance().iWidth, SConfig::GetInstance().iHeight);
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m_GameListCtrl->Enable();
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m_GameListCtrl->Show();
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m_GameListCtrl->SetFocus();
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m_game_list_ctrl->Enable();
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m_game_list_ctrl->Show();
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m_game_list_ctrl->SetFocus();
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UpdateGUI();
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}
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@ -1043,7 +1045,7 @@ void CFrame::OnConfigHotkey(wxCommandEvent& WXUNUSED(event))
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||||
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HotkeyManagerEmu::Enable(false);
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||||
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HotkeyInputConfigDialog m_ConfigFrame(this, *hotkey_plugin, _("Dolphin Hotkeys"), UseDebugger);
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HotkeyInputConfigDialog m_ConfigFrame(this, *hotkey_plugin, _("Dolphin Hotkeys"), m_use_debugger);
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m_ConfigFrame.ShowModal();
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// Update references in case controllers were refreshed
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@ -1145,16 +1147,16 @@ void CFrame::StatusBarMessage(const char* Text, ...)
|
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// NetPlay stuff
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||||
void CFrame::OnNetPlay(wxCommandEvent& WXUNUSED(event))
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||||
{
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||||
if (!g_NetPlaySetupDiag)
|
||||
if (!m_netplay_setup_frame)
|
||||
{
|
||||
if (NetPlayDialog::GetInstance() != nullptr)
|
||||
NetPlayDialog::GetInstance()->Raise();
|
||||
else
|
||||
g_NetPlaySetupDiag = new NetPlaySetupFrame(this, m_GameListCtrl);
|
||||
m_netplay_setup_frame = new NetPlaySetupFrame(this, m_game_list_ctrl);
|
||||
}
|
||||
else
|
||||
{
|
||||
g_NetPlaySetupDiag->Raise();
|
||||
m_netplay_setup_frame->Raise();
|
||||
}
|
||||
}
|
||||
|
||||
@ -1204,7 +1206,7 @@ void CFrame::OnInstallWAD(wxCommandEvent& event)
|
||||
{
|
||||
case IDM_LIST_INSTALL_WAD:
|
||||
{
|
||||
const GameListItem* iso = m_GameListCtrl->GetSelectedISO();
|
||||
const GameListItem* iso = m_game_list_ctrl->GetSelectedISO();
|
||||
if (!iso)
|
||||
return;
|
||||
fileName = iso->GetFileName();
|
||||
@ -1236,7 +1238,7 @@ void CFrame::OnInstallWAD(wxCommandEvent& event)
|
||||
|
||||
void CFrame::OnUninstallWAD(wxCommandEvent&)
|
||||
{
|
||||
const GameListItem* file = m_GameListCtrl->GetSelectedISO();
|
||||
const GameListItem* file = m_game_list_ctrl->GetSelectedISO();
|
||||
if (!file)
|
||||
return;
|
||||
|
||||
@ -1297,14 +1299,14 @@ void CFrame::UpdateLoadWiiMenuItem() const
|
||||
|
||||
void CFrame::OnFifoPlayer(wxCommandEvent& WXUNUSED(event))
|
||||
{
|
||||
if (m_FifoPlayerDlg)
|
||||
if (m_fifo_player_dialog)
|
||||
{
|
||||
m_FifoPlayerDlg->Show();
|
||||
m_FifoPlayerDlg->SetFocus();
|
||||
m_fifo_player_dialog->Show();
|
||||
m_fifo_player_dialog->SetFocus();
|
||||
}
|
||||
else
|
||||
{
|
||||
m_FifoPlayerDlg = new FifoPlayerDlg(this);
|
||||
m_fifo_player_dialog = new FifoPlayerDlg(this);
|
||||
}
|
||||
}
|
||||
|
||||
@ -1343,9 +1345,8 @@ void CFrame::OnConnectWiimote(wxCommandEvent& event)
|
||||
Core::PauseAndLock(false, was_unpaused);
|
||||
}
|
||||
|
||||
// Toggle fullscreen. In Windows the fullscreen mode is accomplished by expanding the m_Panel to
|
||||
// cover
|
||||
// the entire screen (when we render to the main window).
|
||||
// Toggle fullscreen. In Windows the fullscreen mode is accomplished by expanding the m_panel to
|
||||
// cover the entire screen (when we render to the main window).
|
||||
void CFrame::OnToggleFullscreen(wxCommandEvent& WXUNUSED(event))
|
||||
{
|
||||
DoFullscreen(!RendererIsFullscreen());
|
||||
@ -1431,9 +1432,9 @@ void CFrame::OnSaveState(wxCommandEvent& event)
|
||||
|
||||
void CFrame::OnSelectSlot(wxCommandEvent& event)
|
||||
{
|
||||
m_saveSlot = event.GetId() - IDM_SELECT_SLOT_1 + 1;
|
||||
Core::DisplayMessage(StringFromFormat("Selected slot %d - %s", m_saveSlot,
|
||||
State::GetInfoStringOfSlot(m_saveSlot, false).c_str()),
|
||||
m_save_slot = event.GetId() - IDM_SELECT_SLOT_1 + 1;
|
||||
Core::DisplayMessage(StringFromFormat("Selected slot %d - %s", m_save_slot,
|
||||
State::GetInfoStringOfSlot(m_save_slot, false).c_str()),
|
||||
2500);
|
||||
}
|
||||
|
||||
@ -1441,7 +1442,7 @@ void CFrame::OnLoadCurrentSlot(wxCommandEvent& event)
|
||||
{
|
||||
if (Core::IsRunningAndStarted())
|
||||
{
|
||||
State::Load(m_saveSlot);
|
||||
State::Load(m_save_slot);
|
||||
}
|
||||
}
|
||||
|
||||
@ -1449,7 +1450,7 @@ void CFrame::OnSaveCurrentSlot(wxCommandEvent& event)
|
||||
{
|
||||
if (Core::IsRunningAndStarted())
|
||||
{
|
||||
State::Save(m_saveSlot);
|
||||
State::Save(m_save_slot);
|
||||
}
|
||||
}
|
||||
|
||||
@ -1520,9 +1521,9 @@ void CFrame::UpdateGUI()
|
||||
|
||||
GetMenuBar()->FindItem(IDM_RECORD_READ_ONLY)->Enable(Running || Paused);
|
||||
|
||||
if (!Initialized && !m_bGameLoading)
|
||||
if (!Initialized && !m_is_game_loading)
|
||||
{
|
||||
if (m_GameListCtrl->IsEnabled())
|
||||
if (m_game_list_ctrl->IsEnabled())
|
||||
{
|
||||
// Prepare to load Default ISO, enable play button
|
||||
if (!SConfig::GetInstance().m_strDefaultISO.empty())
|
||||
@ -1552,13 +1553,13 @@ void CFrame::UpdateGUI()
|
||||
}
|
||||
|
||||
// Game has not started, show game list
|
||||
if (!m_GameListCtrl->IsShown())
|
||||
if (!m_game_list_ctrl->IsShown())
|
||||
{
|
||||
m_GameListCtrl->Enable();
|
||||
m_GameListCtrl->Show();
|
||||
m_game_list_ctrl->Enable();
|
||||
m_game_list_ctrl->Show();
|
||||
}
|
||||
// Game has been selected but not started, enable play button
|
||||
if (m_GameListCtrl->GetSelectedISO() != nullptr && m_GameListCtrl->IsEnabled())
|
||||
if (m_game_list_ctrl->GetSelectedISO() != nullptr && m_game_list_ctrl->IsEnabled())
|
||||
{
|
||||
GetToolBar()->EnableTool(IDM_PLAY, true);
|
||||
GetMenuBar()->FindItem(IDM_PLAY)->Enable();
|
||||
@ -1576,7 +1577,7 @@ void CFrame::UpdateGUI()
|
||||
GetMenuBar()->FindItem(IDM_PLAY)->Enable(!Stopping);
|
||||
|
||||
// Reset game loading flag
|
||||
m_bGameLoading = false;
|
||||
m_is_game_loading = false;
|
||||
|
||||
// Rename the stop playing/recording menu item depending on current movie state
|
||||
if (Movie::IsRecordingInput())
|
||||
@ -1590,7 +1591,7 @@ void CFrame::UpdateGUI()
|
||||
GetToolBar()->Refresh(false);
|
||||
|
||||
// Commit changes to manager
|
||||
m_Mgr->Update();
|
||||
m_mgr->Update();
|
||||
|
||||
// Update non-modal windows
|
||||
if (m_cheats_window)
|
||||
@ -1606,7 +1607,7 @@ void CFrame::UpdateGameList()
|
||||
{
|
||||
wxCommandEvent event{DOLPHIN_EVT_RELOAD_GAMELIST, GetId()};
|
||||
event.SetEventObject(this);
|
||||
wxPostEvent(m_GameListCtrl, event);
|
||||
wxPostEvent(m_game_list_ctrl, event);
|
||||
}
|
||||
|
||||
void CFrame::GameListChanged(wxCommandEvent& event)
|
||||
@ -1693,7 +1694,7 @@ void CFrame::OnToggleToolbar(wxCommandEvent& event)
|
||||
void CFrame::DoToggleToolbar(bool _show)
|
||||
{
|
||||
GetToolBar()->Show(_show);
|
||||
m_Mgr->Update();
|
||||
m_mgr->Update();
|
||||
}
|
||||
|
||||
// Enable and disable the status bar
|
||||
|
Reference in New Issue
Block a user