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Qt: Fix crash when editing shortcuts with none selected (fixes #1964)
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@ -77,6 +77,7 @@ Other fixes:
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- Qt: Fix cancelling pausing before the frame ends
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- Qt: Fix cancelling pausing before the frame ends
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- Qt: Fix gamepad event dispatching (fixes mgba.io/i/1922)
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- Qt: Fix gamepad event dispatching (fixes mgba.io/i/1922)
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- Qt: Pre-attach GDB stub when launching with -g (fixes mgba.io/i/1950)
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- Qt: Pre-attach GDB stub when launching with -g (fixes mgba.io/i/1950)
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- Qt: Fix crash when editing shortcuts with none selected (fixes mgba.io/i/1964)
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- SM83: Simplify register pair access on big endian
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- SM83: Simplify register pair access on big endian
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- SM83: Disassemble STOP as one byte
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- SM83: Disassemble STOP as one byte
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- Wii: Fix crash on unloading irregularly sized GBA ROMs
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- Wii: Fix crash on unloading irregularly sized GBA ROMs
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@ -87,7 +87,7 @@ void ShortcutView::clear() {
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QModelIndex index = m_ui.shortcutTable->selectionModel()->currentIndex();
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QModelIndex index = m_ui.shortcutTable->selectionModel()->currentIndex();
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QString name = m_model->name(index);
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QString name = m_model->name(index);
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const Shortcut* item = m_controller->shortcut(name);
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const Shortcut* item = m_controller->shortcut(name);
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if (!item->action()) {
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if (!item || !item->action()) {
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return;
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return;
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}
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}
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if (m_ui.gamepadButton->isChecked()) {
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if (m_ui.gamepadButton->isChecked()) {
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@ -106,7 +106,7 @@ void ShortcutView::updateButton(int button) {
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}
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}
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QString name = m_model->name(m_ui.shortcutTable->selectionModel()->currentIndex());
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QString name = m_model->name(m_ui.shortcutTable->selectionModel()->currentIndex());
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const Shortcut* item = m_controller->shortcut(name);
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const Shortcut* item = m_controller->shortcut(name);
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if (!item->action()) {
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if (!item || !item->action()) {
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return;
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return;
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}
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}
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if (m_ui.gamepadButton->isChecked()) {
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if (m_ui.gamepadButton->isChecked()) {
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@ -122,7 +122,7 @@ void ShortcutView::updateAxis(int axis, int direction) {
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}
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}
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QString name = m_model->name(m_ui.shortcutTable->selectionModel()->currentIndex());
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QString name = m_model->name(m_ui.shortcutTable->selectionModel()->currentIndex());
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const Shortcut* item = m_controller->shortcut(name);
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const Shortcut* item = m_controller->shortcut(name);
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if (!item->action()) {
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if (!item || !item->action()) {
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return;
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return;
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}
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}
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m_controller->updateAxis(name, axis, static_cast<GamepadAxisEvent::Direction>(direction));
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m_controller->updateAxis(name, axis, static_cast<GamepadAxisEvent::Direction>(direction));
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