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https://github.com/dolphin-emu/dolphin.git
synced 2025-06-28 01:49:33 -06:00
Core::GetState: Avoid Global System Accessor
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@ -499,7 +499,7 @@ void MainWindow::CreateComponents()
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connect(m_breakpoint_widget, &BreakpointWidget::BreakpointsChanged, m_memory_widget,
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&MemoryWidget::Update);
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connect(m_breakpoint_widget, &BreakpointWidget::ShowCode, [this](u32 address) {
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if (Core::GetState() == Core::State::Paused)
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if (Core::GetState(Core::System::GetInstance()) == Core::State::Paused)
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m_code_widget->SetAddress(address, CodeViewWidget::SetAddressUpdate::WithDetailedUpdate);
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});
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connect(m_breakpoint_widget, &BreakpointWidget::ShowMemory, m_memory_widget,
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@ -823,7 +823,7 @@ void MainWindow::Play(const std::optional<std::string>& savestate_path)
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// Otherwise, play the default game.
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// Otherwise, play the last played game, if there is one.
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// Otherwise, prompt for a new game.
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if (Core::GetState() == Core::State::Paused)
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if (Core::GetState(Core::System::GetInstance()) == Core::State::Paused)
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{
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Core::SetState(Core::State::Running);
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}
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@ -858,7 +858,7 @@ void MainWindow::Pause()
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void MainWindow::TogglePause()
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{
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if (Core::GetState() == Core::State::Paused)
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if (Core::GetState(Core::System::GetInstance()) == Core::State::Paused)
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{
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Play();
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}
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@ -926,7 +926,7 @@ bool MainWindow::RequestStop()
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Common::ScopeGuard confirm_lock([this] { m_stop_confirm_showing = false; });
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const Core::State state = Core::GetState();
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const Core::State state = Core::GetState(Core::System::GetInstance());
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// Only pause the game, if NetPlay is not running
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bool pause = !Settings::Instance().GetNetPlayClient();
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@ -983,7 +983,7 @@ bool MainWindow::RequestStop()
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// Unpause because gracefully shutting down needs the game to actually request a shutdown.
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// TODO: Do not unpause in debug mode to allow debugging until the complete shutdown.
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if (Core::GetState() == Core::State::Paused)
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if (Core::GetState(Core::System::GetInstance()) == Core::State::Paused)
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Core::SetState(Core::State::Running);
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// Tell NetPlay about the power event
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@ -1017,7 +1017,7 @@ void MainWindow::Reset()
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void MainWindow::FrameAdvance()
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{
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Core::DoFrameStep();
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Core::DoFrameStep(Core::System::GetInstance());
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}
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void MainWindow::FullScreen()
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@ -1108,7 +1108,7 @@ void MainWindow::StartGame(std::unique_ptr<BootParameters>&& parameters)
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}
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// If we're running, only start a new game once we've stopped the last.
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if (Core::GetState() != Core::State::Uninitialized)
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if (Core::GetState(Core::System::GetInstance()) != Core::State::Uninitialized)
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{
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if (!RequestStop())
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return;
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@ -1660,8 +1660,8 @@ void MainWindow::NetPlayQuit()
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void MainWindow::UpdateScreenSaverInhibition()
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{
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const bool inhibit =
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Config::Get(Config::MAIN_DISABLE_SCREENSAVER) && (Core::GetState() == Core::State::Running);
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const bool inhibit = Config::Get(Config::MAIN_DISABLE_SCREENSAVER) &&
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(Core::GetState(Core::System::GetInstance()) == Core::State::Running);
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if (inhibit == m_is_screensaver_inhibited)
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return;
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