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Merge pull request #3684 from thedax/instantAntiAliasing
Win32: Let NewUI's Antialiasing option be instant so a game reboot isn't required.
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@@ -44,6 +44,7 @@ public:
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virtual void InitSound(PMixer *mixer) = 0;
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virtual void UpdateSound() {}
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virtual void UpdateScreen() {}
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virtual void ShutdownSound() = 0;
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virtual void PollControllers(InputState &input_state) {}
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@@ -334,6 +334,7 @@ UI::EventReturn GameSettingsScreen::OnBack(UI::EventParams &e) {
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// If we're in-game, return to the game via DR_CANCEL.
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if(PSP_IsInited()) {
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screenManager()->finishDialog(this, DR_CANCEL);
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host->UpdateScreen();
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} else {
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screenManager()->finishDialog(this, DR_OK);
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}
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@@ -159,6 +159,10 @@ void WindowsHost::UpdateUI()
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PostMessage(MainWindow::GetHWND(), MainWindow::WM_USER_UPDATE_UI, 0, 0);
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}
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void WindowsHost::UpdateScreen()
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{
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PostMessage(MainWindow::GetHWND(), MainWindow::WM_USER_UPDATE_SCREEN, 0, 0);
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}
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void WindowsHost::UpdateMemView()
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{
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@@ -37,6 +37,7 @@ public:
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void UpdateMemView();
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void UpdateDisassembly();
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void UpdateUI();
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virtual void UpdateScreen();
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void SetDebugMode(bool mode);
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void AddSymbol(std::string name, u32 addr, u32 size, int type);
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@@ -1351,11 +1351,6 @@ namespace MainWindow
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W32Util::MakeTopMost(hWnd, g_Config.bTopMost);
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break;
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case ID_OPTIONS_ANTIALIASING:
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g_Config.bAntiAliasing = !g_Config.bAntiAliasing;
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ResizeDisplay(true);
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break;
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case ID_OPTIONS_CONTROLS:
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NativeMessageReceived("control mapping", "");
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globalUIState = UISTATE_MENU;
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@@ -1578,6 +1573,10 @@ namespace MainWindow
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Update();
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break;
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case WM_USER_UPDATE_SCREEN:
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ResizeDisplay(true);
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break;
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case WM_MENUSELECT:
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// Unfortunately, accelerate keys (hotkeys) shares the same enabled/disabled states
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// with corresponding menu items.
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@@ -12,6 +12,7 @@ namespace MainWindow
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WM_USER_LOG_STATUS_CHANGED = WM_USER + 101,
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WM_USER_ATRAC_STATUS_CHANGED = WM_USER + 102,
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WM_USER_UPDATE_UI = WM_USER + 103,
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WM_USER_UPDATE_SCREEN = WM_USER + 104,
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};
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enum {
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