Minor code modernization

This commit is contained in:
Henrik Rydgård
2026-07-08 18:18:00 +02:00
parent a2b2d819b0
commit 1a35a42b2d
2 changed files with 17 additions and 31 deletions
+17 -25
View File
@@ -163,13 +163,23 @@ void DevMenuScreen::CreatePopupContents(UI::ViewGroup *parent) {
});
}
items->Add(new Choice(sy->T("Developer Tools")))->OnClick.Handle(this, &DevMenuScreen::OnDeveloperTools);
items->Add(new Choice(sy->T("Developer Tools")))->OnClick.Add([this](UI::EventParams &e) {
UpdateUIState(UISTATE_PAUSEMENU);
screenManager()->push(new DeveloperToolsScreen(gamePath_));
});
// Debug overlay
AddOverlayList(items, screenManager());
items->Add(new Choice(dev->T("Jit Compare")))->OnClick.Handle(this, &DevMenuScreen::OnJitCompare);
items->Add(new Choice(dev->T("Shader Viewer")))->OnClick.Handle(this, &DevMenuScreen::OnShaderView);
items->Add(new Choice(dev->T("Jit Compare")))->OnClick.Add([this](UI::EventParams &e) {
UpdateUIState(UISTATE_PAUSEMENU);
screenManager()->push(new JitCompareScreen());
});
items->Add(new Choice(dev->T("Shader Viewer")))->OnClick.Add([this](UI::EventParams &e) {
UpdateUIState(UISTATE_PAUSEMENU);
if (gpu) // Avoid crashing if chosen while the game is being loaded.
screenManager()->push(new ShaderListScreen());
});
items->Add(new Choice(dev->T("Toggle Freeze")))->OnClick.Add([](UI::EventParams &e) {
if (PSP_CoreParameter().frozen) {
@@ -179,9 +189,11 @@ void DevMenuScreen::CreatePopupContents(UI::ViewGroup *parent) {
}
});
items->Add(new Choice(dev->T("Reset limited logging")))->OnClick.Handle(this, &DevMenuScreen::OnResetLimitedLogging);
items->Add(new Choice(dev->T("Reset limited logging")))->OnClick.Add([](UI::EventParams &e) {
Reporting::ResetCounts();
});
items->Add(new Choice(dev->T("GPI/GPO switches/LEDs")))->OnClick.Add([=](UI::EventParams &e) {
items->Add(new Choice(dev->T("GPI/GPO switches/LEDs")))->OnClick.Add([this, dev](UI::EventParams &e) {
screenManager()->push(new GPIGPOScreen(dev->T("GPI/GPO switches/LEDs")));
});
@@ -226,26 +238,6 @@ void DevMenuScreen::CreatePopupContents(UI::ViewGroup *parent) {
g_logManager.EnableOutput(LogOutput::RingBuffer);
}
void DevMenuScreen::OnResetLimitedLogging(UI::EventParams &e) {
Reporting::ResetCounts();
}
void DevMenuScreen::OnDeveloperTools(UI::EventParams &e) {
UpdateUIState(UISTATE_PAUSEMENU);
screenManager()->push(new DeveloperToolsScreen(gamePath_));
}
void DevMenuScreen::OnJitCompare(UI::EventParams &e) {
UpdateUIState(UISTATE_PAUSEMENU);
screenManager()->push(new JitCompareScreen());
}
void DevMenuScreen::OnShaderView(UI::EventParams &e) {
UpdateUIState(UISTATE_PAUSEMENU);
if (gpu) // Avoid crashing if chosen while the game is being loaded.
screenManager()->push(new ShaderListScreen());
}
void DevMenuScreen::dialogFinished(const Screen *dialog, DialogResult result) {
UpdateUIState(UISTATE_INGAME);
// Close when a subscreen got closed.