Code guidelines fixes

This commit is contained in:
Alexandre LittleWhite Laurent 2016-08-19 14:35:22 +02:00
parent 4e097e05d2
commit 0df188969f
6 changed files with 16 additions and 25 deletions

View File

@ -63,16 +63,16 @@ void EmuWindow_SDL2::OnResize() {
} }
void EmuWindow_SDL2::WaitForFocus() { void EmuWindow_SDL2::WaitForFocus() {
while(!has_focus) { while (!has_focus) {
SDL_Event event; SDL_Event event;
SDL_WaitEvent(&event); SDL_WaitEvent(&event);
if(event.type == SDL_WINDOWEVENT) { if (event.type == SDL_WINDOWEVENT) {
switch (event.window.event) { switch (event.window.event) {
case SDL_WINDOWEVENT_FOCUS_GAINED: case SDL_WINDOWEVENT_FOCUS_GAINED:
has_focus=true; has_focus = true;
break; break;
case SDL_WINDOWEVENT_CLOSE: case SDL_WINDOWEVENT_CLOSE:
has_focus=true; has_focus = true;
is_open = false; is_open = false;
break; break;
} }

View File

@ -58,7 +58,7 @@ private:
/// Is the window still open? /// Is the window still open?
bool is_open = true; bool is_open = true;
/// Is the window has focus /// Does the window has focus
bool has_focus = true; bool has_focus = true;
/// Internal SDL2 render window /// Internal SDL2 render window

View File

@ -136,22 +136,16 @@ public slots:
signals: signals:
/// Emitted when the window is closed /// Emitted when the window is closed
void Closed(); void Closed();
/// Emitted when the window focus changed /// Emitted when the window focus changes
void focusChanged(bool hasFocus); void focusChanged(bool has_focus);
private: private:
void OnMinimalClientAreaChangeRequest(const std::pair<unsigned,unsigned>& minimal_size) override; void OnMinimalClientAreaChangeRequest(const std::pair<unsigned,unsigned>& minimal_size) override;
/** /// Capture focus gain to unset pause
* Capture focus gain to unset pause
* @param event
*/
void focusInEvent(QFocusEvent*) override; void focusInEvent(QFocusEvent*) override;
/** /// Capture focus lost to set pause
* Capture focus lost to set pause
* @param event
*/
void focusOutEvent(QFocusEvent*) override; void focusOutEvent(QFocusEvent*) override;
GGLWidgetInternal* child; GGLWidgetInternal* child;

View File

@ -116,7 +116,7 @@ void Config::ReadValues() {
UISettings::values.single_window_mode = qt_config->value("singleWindowMode", true).toBool(); UISettings::values.single_window_mode = qt_config->value("singleWindowMode", true).toBool();
UISettings::values.display_titlebar = qt_config->value("displayTitleBars", true).toBool(); UISettings::values.display_titlebar = qt_config->value("displayTitleBars", true).toBool();
UISettings::values.pause_onfocuslost = qt_config->value("pauseOnFocusLost",false).toBool(); UISettings::values.pause_onfocuslost = qt_config->value("pauseOnFocusLost", false).toBool();
UISettings::values.confirm_before_closing = qt_config->value("confirmClose",true).toBool(); UISettings::values.confirm_before_closing = qt_config->value("confirmClose",true).toBool();
UISettings::values.first_start = qt_config->value("firstStart", true).toBool(); UISettings::values.first_start = qt_config->value("firstStart", true).toBool();

View File

@ -489,20 +489,17 @@ void GMainWindow::OnStopGame() {
ShutdownGame(); ShutdownGame();
} }
void GMainWindow::OnFocusChanged(bool hasFocus) { void GMainWindow::OnFocusChanged(bool has_focus) {
// The focus change does not impact actual emulator state if: // The focus change does not impact actual emulator state if:
// - the option is disabled // - the option is disabled
// - the emulation is not started // - the emulation is not started
// - the emulation has been paused through menu // - the emulation has been paused through menu
if(!UISettings::values.pause_onfocuslost || if (!UISettings::values.pause_onfocuslost ||
!emu_thread || !emu_thread ||
emulation_paused) emulation_paused)
return; return;
if (hasFocus) emu_thread->SetRunning(has_focus);
emu_thread->SetRunning(true);
else // focus lost
emu_thread->SetRunning(false);
} }
void GMainWindow::ToggleWindowMode() { void GMainWindow::ToggleWindowMode() {

View File

@ -99,7 +99,7 @@ private slots:
void OnPauseGame(); void OnPauseGame();
void OnStopGame(); void OnStopGame();
/// Called whenever the render window focus is changed /// Called whenever the render window focus is changed
void OnFocusChanged(bool hasFocus); void OnFocusChanged(bool has_focus);
/// Called whenever a user selects a game in the game list widget. /// Called whenever a user selects a game in the game list widget.
void OnGameListLoadFile(QString game_path); void OnGameListLoadFile(QString game_path);
void OnMenuLoadFile(); void OnMenuLoadFile();