wxgui: Some quick cleanups of my earlier commits.

git-svn-id: http://pcsx2.googlecode.com/svn/branches/wxgui@1759 96395faa-99c1-11dd-bbfe-3dabce05a288
This commit is contained in:
arcum42 2009-09-06 17:41:49 +00:00
parent 3ee092530e
commit 36e9ac8b8e
3 changed files with 14 additions and 40 deletions

View File

@ -173,17 +173,18 @@ void MainEmuFrame::ConnectMenus()
#define ConnectMenu( id, handler ) \ #define ConnectMenu( id, handler ) \
Connect( id, wxEVT_COMMAND_MENU_SELECTED, wxCommandEventHandler(MainEmuFrame::handler) ) Connect( id, wxEVT_COMMAND_MENU_SELECTED, wxCommandEventHandler(MainEmuFrame::handler) )
#define ConnectMenuRange( id_start, inc, handler ) \
Connect( id_start, id_start + inc, wxEVT_COMMAND_MENU_SELECTED, wxCommandEventHandler(MainEmuFrame::handler) )
ConnectMenu( MenuId_Config_Settings, Menu_ConfigSettings_Click ); ConnectMenu( MenuId_Config_Settings, Menu_ConfigSettings_Click );
ConnectMenu( MenuId_Config_BIOS, Menu_SelectBios_Click ); ConnectMenu( MenuId_Config_BIOS, Menu_SelectBios_Click );
Connect( wxID_FILE1, wxID_FILE1+20, wxEVT_COMMAND_MENU_SELECTED, ConnectMenuRange(wxID_FILE1, 20, Menu_IsoRecent_Click);
wxCommandEventHandler(MainEmuFrame::Menu_IsoRecent_Click) );
Connect( MenuId_Config_GS, MenuId_Config_GS+PluginId_Count, wxEVT_COMMAND_MENU_SELECTED, ConnectMenuRange(MenuId_Config_GS, PluginId_Count, Menu_IsoRecent_Click);
wxCommandEventHandler(MainEmuFrame::Menu_ConfigPlugin_Click) );
Connect( MenuId_Src_Iso, MenuId_Src_Iso+3, wxEVT_COMMAND_MENU_SELECTED, ConnectMenuRange(MenuId_Src_Iso, 3, Menu_CdvdSource_Click);
wxCommandEventHandler(MainEmuFrame::Menu_CdvdSource_Click) );
ConnectMenu( MenuId_Boot_CDVD, Menu_BootCdvd_Click ); ConnectMenu( MenuId_Boot_CDVD, Menu_BootCdvd_Click );
ConnectMenu( MenuId_Boot_ELF, Menu_OpenELF_Click ); ConnectMenu( MenuId_Boot_ELF, Menu_OpenELF_Click );
@ -196,15 +197,11 @@ void MainEmuFrame::ConnectMenus()
ConnectMenu( MenuId_State_LoadOther, Menu_LoadStateOther_Click ); ConnectMenu( MenuId_State_LoadOther, Menu_LoadStateOther_Click );
for (int i = MenuId_State_Load01 + 1; i <= (MenuId_State_Load01 + 10); i++) ConnectMenuRange(MenuId_State_Load01+1, 10, Menu_LoadStates_Click);
ConnectMenu(i, Menu_LoadStates_Click);
ConnectMenu( MenuId_State_SaveOther, Menu_SaveStateOther_Click ); ConnectMenu( MenuId_State_SaveOther, Menu_SaveStateOther_Click );
for (int i = MenuId_State_Save01 + 1; i <= (MenuId_State_Save01 + 10); i++) ConnectMenuRange(MenuId_State_Save01+1, 10, Menu_SaveStates_Click);
ConnectMenu(i, Menu_SaveStates_Click);
ConnectMenu( MenuId_State_SaveOther, Menu_SaveStateOther_Click );
ConnectMenu( MenuId_Debug_Open, Menu_Debug_Open_Click ); ConnectMenu( MenuId_Debug_Open, Menu_Debug_Open_Click );
ConnectMenu( MenuId_Debug_MemoryDump, Menu_Debug_MemoryDump_Click ); ConnectMenu( MenuId_Debug_MemoryDump, Menu_Debug_MemoryDump_Click );

View File

@ -191,22 +191,12 @@ void MainEmuFrame::Menu_OpenELF_Click(wxCommandEvent &event)
void MainEmuFrame::Menu_LoadStates_Click(wxCommandEvent &event) void MainEmuFrame::Menu_LoadStates_Click(wxCommandEvent &event)
{ {
int id = event.GetId() - MenuId_State_Load01 - 1; int id = event.GetId() - MenuId_State_Load01 - 1;
if (id == -1) // Bad, I know. If I figure out why Load Other... gets connected here, I'll remove it.
{
Menu_LoadStateOther_Click(event);
return;
}
Console::WriteLn("If this were hooked up, it would load slot %d.", params id); Console::WriteLn("If this were hooked up, it would load slot %d.", params id);
} }
void MainEmuFrame::Menu_SaveStates_Click(wxCommandEvent &event) void MainEmuFrame::Menu_SaveStates_Click(wxCommandEvent &event)
{ {
int id = event.GetId() - MenuId_State_Save01 - 1; int id = event.GetId() - MenuId_State_Save01 - 1;
if (id == -1)
{
Menu_SaveStateOther_Click(event);
return;
}
Console::WriteLn("If this were hooked up, it would save slot %d.", params id); Console::WriteLn("If this were hooked up, it would save slot %d.", params id);
} }

View File

@ -63,27 +63,14 @@ Panels::GameFixesPanel::GameFixesPanel( wxWindow& parent, int idealWidth ) :
} }
// There's a better way to do this. This was quicker to hack in, though, and can always be replaced later. // I could still probably get rid of the for loop, but I think this is clearer.
static void set_game_fix(int num, bool status)
{
switch (num)
{
case 0: EmuConfig.Gamefixes.VuAddSubHack = status; break;
case 1: EmuConfig.Gamefixes.VuClipFlagHack = status; break;
case 2: EmuConfig.Gamefixes.FpuCompareHack = status; break;
case 3: EmuConfig.Gamefixes.FpuMulHack = status; break;
case 4: EmuConfig.Gamefixes.DMAExeHack = status; break;
case 5: EmuConfig.Gamefixes.XgKickHack = status; break;
case 6: EmuConfig.Gamefixes.MpegHack = status; break;
default: break;
}
return;
}
void Panels::GameFixesPanel::Apply( AppConfig& conf ) void Panels::GameFixesPanel::Apply( AppConfig& conf )
{ {
for (int i = 0; i < NUM_OF_GAME_FIXES; i++) for (int i = 0; i < NUM_OF_GAME_FIXES; i++)
{ {
set_game_fix(i, game_fix_checkbox[i]->GetValue()); if (game_fix_checkbox[i]->GetValue())
EmuConfig.Gamefixes.bitset |= ( 1 << i);
else
EmuConfig.Gamefixes.bitset &= ~( 1 << i);
} }
} }