Make sure the game list gets created with automatic starts.

When rendering to the main window, the wxGLCanvas should really
be owned by the DolphinWX code for it to be safely freed.
Hack around the problem by just hiding the canvas for now.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6890 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Soren Jorvang 2011-01-21 02:56:54 +00:00
parent 4684417409
commit 7834880925
6 changed files with 9 additions and 7 deletions

View File

@ -133,7 +133,6 @@ if sys.platform == 'darwin':
env['FRAMEWORKS'] += ['IOBluetooth', 'IOKit', 'OpenGL']
env['FRAMEWORKSFLAGS'] = ['-Xarch_i386', '-Wl,-framework,QuickTime']
env['LIBPATH'] += ['/usr/lib']
env['LIBS'] = ['iconv']
env['LINKFLAGS'] += ccld
env['LINKFLAGS'] += ['-Wl,-search_paths_first', '-Wl,-Z', '-F' + system]
env['SHCCFLAGS'] = env['CCFLAGS'] # Get rid of the -fPIC added in gcc.py

View File

@ -96,7 +96,6 @@ bool DolphinApp::OnInit()
// Declarations and definitions
bool UseDebugger = false;
bool BatchMode = false;
bool UseLogger = false;
bool selectVideoPlugin = false;
bool selectAudioPlugin = false;
@ -350,6 +349,9 @@ void DolphinApp::AfterInit(wxTimerEvent& WXUNUSED(event))
delete m_afterinit;
m_afterinit = NULL;
if (!BatchMode)
main_frame->UpdateGameList();
// First check if we have an exec command line.
if (LoadFile && FileToLoad != wxEmptyString)
{
@ -375,9 +377,6 @@ void DolphinApp::AfterInit(wxTimerEvent& WXUNUSED(event))
}
}
}
// No automatic start was requested; let the user make a selection.
else
main_frame->UpdateGameList();
}
void DolphinApp::InitLanguageSupport()

View File

@ -38,6 +38,7 @@ private:
DECLARE_EVENT_TABLE()
wxTimer *m_afterinit;
bool BatchMode;
bool LoadFile;
wxString FileToLoad;
wxLocale *m_locale;

View File

@ -61,6 +61,7 @@ if sys.platform == 'win32':
files += [ "stdafx.cpp" ]
elif sys.platform == 'darwin':
ldflags += [ '-Wl,-pagezero_size,0x1000' ]
libs += [ 'iconv' ]
exe = '#' + env['prefix'] + '/Dolphin.app/Contents/MacOS/Dolphin'
if env['HAVE_WX']:

View File

@ -494,7 +494,7 @@ bool OpenGL_MakeCurrent()
{
// connect the glx-context to the window
#if defined(USE_WX) && USE_WX
GLWin.glCanvas->SetCurrent(*GLWin.glCtxt);
return GLWin.glCanvas->SetCurrent(*GLWin.glCtxt);
#elif defined(__APPLE__)
[GLWin.cocoaCtx makeCurrentContext];
#elif defined(_WIN32)
@ -572,6 +572,7 @@ void OpenGL_Update()
void OpenGL_Shutdown()
{
#if defined(USE_WX) && USE_WX
GLWin.glCanvas->Hide();
delete GLWin.glCtxt;
#elif defined(__APPLE__)
[GLWin.cocoaWin close];

View File

@ -296,7 +296,7 @@ bool OpenGL_Create(SVideoInitialize &_VideoInitialize, int _twidth, int _theight
bool OpenGL_MakeCurrent()
{
#if defined(USE_WX) && USE_WX
GLWin.glCanvas->SetCurrent(*GLWin.glCtxt);
return GLWin.glCanvas->SetCurrent(*GLWin.glCtxt);
#elif defined(_WIN32)
return wglMakeCurrent(hDC,hRC) ? true : false;
#elif defined(HAVE_X11) && HAVE_X11
@ -383,6 +383,7 @@ void OpenGL_Update()
void OpenGL_Shutdown()
{
#if defined(USE_WX) && USE_WX
GLWin.glCanvas->Hide();
delete GLWin.glCtxt;
#elif defined(_WIN32)
if (hRC) // Do We Have A Rendering Context?