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
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@ -133,7 +133,6 @@ if sys.platform == 'darwin':
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env['FRAMEWORKS'] += ['IOBluetooth', 'IOKit', 'OpenGL']
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env['FRAMEWORKSFLAGS'] = ['-Xarch_i386', '-Wl,-framework,QuickTime']
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env['LIBPATH'] += ['/usr/lib']
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env['LIBS'] = ['iconv']
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env['LINKFLAGS'] += ccld
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env['LINKFLAGS'] += ['-Wl,-search_paths_first', '-Wl,-Z', '-F' + system]
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env['SHCCFLAGS'] = env['CCFLAGS'] # Get rid of the -fPIC added in gcc.py
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@ -96,7 +96,6 @@ bool DolphinApp::OnInit()
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// Declarations and definitions
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bool UseDebugger = false;
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bool BatchMode = false;
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bool UseLogger = false;
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bool selectVideoPlugin = false;
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bool selectAudioPlugin = false;
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@ -350,6 +349,9 @@ void DolphinApp::AfterInit(wxTimerEvent& WXUNUSED(event))
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delete m_afterinit;
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m_afterinit = NULL;
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if (!BatchMode)
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main_frame->UpdateGameList();
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// First check if we have an exec command line.
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if (LoadFile && FileToLoad != wxEmptyString)
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{
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@ -375,9 +377,6 @@ void DolphinApp::AfterInit(wxTimerEvent& WXUNUSED(event))
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}
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}
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}
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// No automatic start was requested; let the user make a selection.
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else
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main_frame->UpdateGameList();
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}
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void DolphinApp::InitLanguageSupport()
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@ -38,6 +38,7 @@ private:
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DECLARE_EVENT_TABLE()
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wxTimer *m_afterinit;
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bool BatchMode;
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bool LoadFile;
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wxString FileToLoad;
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wxLocale *m_locale;
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@ -61,6 +61,7 @@ if sys.platform == 'win32':
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files += [ "stdafx.cpp" ]
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elif sys.platform == 'darwin':
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ldflags += [ '-Wl,-pagezero_size,0x1000' ]
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libs += [ 'iconv' ]
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exe = '#' + env['prefix'] + '/Dolphin.app/Contents/MacOS/Dolphin'
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if env['HAVE_WX']:
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@ -494,7 +494,7 @@ bool OpenGL_MakeCurrent()
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{
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// connect the glx-context to the window
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#if defined(USE_WX) && USE_WX
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GLWin.glCanvas->SetCurrent(*GLWin.glCtxt);
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return GLWin.glCanvas->SetCurrent(*GLWin.glCtxt);
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#elif defined(__APPLE__)
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[GLWin.cocoaCtx makeCurrentContext];
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#elif defined(_WIN32)
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@ -572,6 +572,7 @@ void OpenGL_Update()
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void OpenGL_Shutdown()
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{
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#if defined(USE_WX) && USE_WX
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GLWin.glCanvas->Hide();
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delete GLWin.glCtxt;
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#elif defined(__APPLE__)
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[GLWin.cocoaWin close];
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@ -296,7 +296,7 @@ bool OpenGL_Create(SVideoInitialize &_VideoInitialize, int _twidth, int _theight
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bool OpenGL_MakeCurrent()
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{
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#if defined(USE_WX) && USE_WX
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GLWin.glCanvas->SetCurrent(*GLWin.glCtxt);
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return GLWin.glCanvas->SetCurrent(*GLWin.glCtxt);
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#elif defined(_WIN32)
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return wglMakeCurrent(hDC,hRC) ? true : false;
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#elif defined(HAVE_X11) && HAVE_X11
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@ -383,6 +383,7 @@ void OpenGL_Update()
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void OpenGL_Shutdown()
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{
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#if defined(USE_WX) && USE_WX
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GLWin.glCanvas->Hide();
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delete GLWin.glCtxt;
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#elif defined(_WIN32)
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if (hRC) // Do We Have A Rendering Context?
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