a bit more cleanup
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parent
06e1149cfe
commit
2c66e3043c
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@ -120,7 +120,7 @@ namespace BizHawk.Client.EmuHawk
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if (newTool is Form form)
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if (newTool is Form form)
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{
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{
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form.Owner = GlobalWin.MainForm;
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form.Owner = _owner;
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}
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}
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if (isExternal)
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if (isExternal)
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@ -211,12 +211,11 @@ namespace BizHawk.Client.EmuHawk
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{
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{
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var form = (Form)tool;
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var form = (Form)tool;
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ToolStripItemCollection dest = null;
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ToolStripItemCollection dest = null;
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var oldsize = form.Size; // this should be the right time to grab this size
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var oldSize = form.Size; // this should be the right time to grab this size
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foreach (Control c in form.Controls)
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foreach (Control c in form.Controls)
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{
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{
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if (c is MenuStrip)
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if (c is MenuStrip ms)
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{
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{
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var ms = c as MenuStrip;
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foreach (ToolStripMenuItem submenu in ms.Items)
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foreach (ToolStripMenuItem submenu in ms.Items)
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{
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{
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if (submenu.Text.Contains("Settings"))
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if (submenu.Text.Contains("Settings"))
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@ -318,7 +317,7 @@ namespace BizHawk.Client.EmuHawk
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{
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{
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settings.RestoreDefaults();
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settings.RestoreDefaults();
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RefreshSettings(form, dest, settings, idx);
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RefreshSettings(form, dest, settings, idx);
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form.Size = oldsize;
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form.Size = oldSize;
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form.GetType()
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form.GetType()
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.GetMethodsWithAttrib(typeof(RestoreDefaultsAttribute))
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.GetMethodsWithAttrib(typeof(RestoreDefaultsAttribute))
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@ -189,6 +189,7 @@
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<s:Boolean x:Key="/Default/UserDictionary/Words/=Autosave/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=Autosave/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=backcolor/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=backcolor/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=Bezier/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=Bezier/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=Bizware/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=blitter/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=blitter/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=Bools/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=Bools/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=botting/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=botting/@EntryIndexedValue">True</s:Boolean>
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@ -300,6 +301,7 @@
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<s:Boolean x:Key="/Default/UserDictionary/Words/=scanlines/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=scanlines/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=Screenshot/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=Screenshot/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=Screensize/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=Screensize/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=shaders/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=speccy/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=speccy/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=Sram/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=Sram/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=sSeeki/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=sSeeki/@EntryIndexedValue">True</s:Boolean>
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@ -100,7 +100,7 @@ namespace BizHawk.Bizware.BizwareGL
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void BeginScene();
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void BeginScene();
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/// <summary>
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/// <summary>
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/// Indicates end of scene rendering; use after alldraw calls as per normal
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/// Indicates end of scene rendering; use after all draw calls as per normal
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/// </summary>
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/// </summary>
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void EndScene();
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void EndScene();
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@ -173,7 +173,7 @@ namespace BizHawk.Bizware.BizwareGL
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void SetTextureWrapMode(Texture2d tex, bool clamp);
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void SetTextureWrapMode(Texture2d tex, bool clamp);
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/// <summary>
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/// <summary>
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/// Loads the texture with new data. This isnt supposed to be especially versatile, it just blasts a bitmap buffer into the texture
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/// Loads the texture with new data. This isn't supposed to be especially versatile, it just blasts a bitmap buffer into the texture
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/// </summary>
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/// </summary>
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void LoadTextureData(Texture2d tex, BitmapBuffer bmp);
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void LoadTextureData(Texture2d tex, BitmapBuffer bmp);
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@ -1,5 +1,4 @@
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using System;
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using System;
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using System.Windows.Forms;
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namespace BizHawk.Bizware.BizwareGL
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namespace BizHawk.Bizware.BizwareGL
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{
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{
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@ -17,7 +16,7 @@ namespace BizHawk.Bizware.BizwareGL
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/// <summary>
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/// <summary>
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/// Makes this control current for rendering operations.
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/// Makes this control current for rendering operations.
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/// Note that at this time, the window size shouldnt change until End() or else something bad might happen
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/// Note that at this time, the window size shouldn't change until End() or else something bad might happen
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/// Please be aware that this might change the rendering context, meaning that some things you set without calling Begin/End might not be affected
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/// Please be aware that this might change the rendering context, meaning that some things you set without calling Begin/End might not be affected
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/// </summary>
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/// </summary>
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void Begin();
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void Begin();
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@ -27,7 +26,7 @@ namespace BizHawk.Bizware.BizwareGL
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/// NOTE: DO NOT EXPECT TO SEE BEGIN/END CALLED IN PAIRS, STRICTLY.
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/// NOTE: DO NOT EXPECT TO SEE BEGIN/END CALLED IN PAIRS, STRICTLY.
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/// this is more about GL context management than anything else.
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/// this is more about GL context management than anything else.
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/// See GLManager for details.
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/// See GLManager for details.
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/// In particular, dont expect to have End() called before doing certain things. Maybe use SwapBuffers instead
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/// In particular, don't expect to have End() called before doing certain things. Maybe use SwapBuffers instead
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/// </summary>
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/// </summary>
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void End();
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void End();
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}
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}
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