mirror of
https://github.com/hrydgard/ppsspp.git
synced 2026-07-11 01:25:07 +02:00
Minor code modernization
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+17
-25
@@ -163,13 +163,23 @@ void DevMenuScreen::CreatePopupContents(UI::ViewGroup *parent) {
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});
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}
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items->Add(new Choice(sy->T("Developer Tools")))->OnClick.Handle(this, &DevMenuScreen::OnDeveloperTools);
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items->Add(new Choice(sy->T("Developer Tools")))->OnClick.Add([this](UI::EventParams &e) {
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UpdateUIState(UISTATE_PAUSEMENU);
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screenManager()->push(new DeveloperToolsScreen(gamePath_));
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});
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// Debug overlay
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AddOverlayList(items, screenManager());
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items->Add(new Choice(dev->T("Jit Compare")))->OnClick.Handle(this, &DevMenuScreen::OnJitCompare);
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items->Add(new Choice(dev->T("Shader Viewer")))->OnClick.Handle(this, &DevMenuScreen::OnShaderView);
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items->Add(new Choice(dev->T("Jit Compare")))->OnClick.Add([this](UI::EventParams &e) {
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UpdateUIState(UISTATE_PAUSEMENU);
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screenManager()->push(new JitCompareScreen());
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});
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items->Add(new Choice(dev->T("Shader Viewer")))->OnClick.Add([this](UI::EventParams &e) {
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UpdateUIState(UISTATE_PAUSEMENU);
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if (gpu) // Avoid crashing if chosen while the game is being loaded.
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screenManager()->push(new ShaderListScreen());
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});
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items->Add(new Choice(dev->T("Toggle Freeze")))->OnClick.Add([](UI::EventParams &e) {
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if (PSP_CoreParameter().frozen) {
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@@ -179,9 +189,11 @@ void DevMenuScreen::CreatePopupContents(UI::ViewGroup *parent) {
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}
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});
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items->Add(new Choice(dev->T("Reset limited logging")))->OnClick.Handle(this, &DevMenuScreen::OnResetLimitedLogging);
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items->Add(new Choice(dev->T("Reset limited logging")))->OnClick.Add([](UI::EventParams &e) {
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Reporting::ResetCounts();
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});
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items->Add(new Choice(dev->T("GPI/GPO switches/LEDs")))->OnClick.Add([=](UI::EventParams &e) {
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items->Add(new Choice(dev->T("GPI/GPO switches/LEDs")))->OnClick.Add([this, dev](UI::EventParams &e) {
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screenManager()->push(new GPIGPOScreen(dev->T("GPI/GPO switches/LEDs")));
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});
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@@ -226,26 +238,6 @@ void DevMenuScreen::CreatePopupContents(UI::ViewGroup *parent) {
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g_logManager.EnableOutput(LogOutput::RingBuffer);
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}
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void DevMenuScreen::OnResetLimitedLogging(UI::EventParams &e) {
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Reporting::ResetCounts();
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}
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void DevMenuScreen::OnDeveloperTools(UI::EventParams &e) {
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UpdateUIState(UISTATE_PAUSEMENU);
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screenManager()->push(new DeveloperToolsScreen(gamePath_));
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}
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void DevMenuScreen::OnJitCompare(UI::EventParams &e) {
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UpdateUIState(UISTATE_PAUSEMENU);
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screenManager()->push(new JitCompareScreen());
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}
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void DevMenuScreen::OnShaderView(UI::EventParams &e) {
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UpdateUIState(UISTATE_PAUSEMENU);
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if (gpu) // Avoid crashing if chosen while the game is being loaded.
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screenManager()->push(new ShaderListScreen());
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}
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void DevMenuScreen::dialogFinished(const Screen *dialog, DialogResult result) {
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UpdateUIState(UISTATE_INGAME);
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// Close when a subscreen got closed.
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