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Misc: Normalize code vs serial usage
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@ -566,7 +566,7 @@ void GameListModel::loadCommonImages()
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void GameListModel::setColumnDisplayNames()
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{
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m_column_display_names[Column_Type] = tr("Type");
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m_column_display_names[Column_Serial] = tr("Code");
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m_column_display_names[Column_Serial] = tr("Serial");
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m_column_display_names[Column_Title] = tr("Title");
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m_column_display_names[Column_FileTitle] = tr("File Title");
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m_column_display_names[Column_Developer] = tr("Developer");
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@ -556,10 +556,10 @@ void MainWindow::onSystemDestroyed()
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}
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}
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void MainWindow::onRunningGameChanged(const QString& filename, const QString& game_code, const QString& game_title)
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void MainWindow::onRunningGameChanged(const QString& filename, const QString& game_serial, const QString& game_title)
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{
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m_current_game_title = game_title.toStdString();
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m_current_game_code = game_code.toStdString();
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m_current_game_serial = game_serial.toStdString();
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updateWindowTitle();
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// updateSaveStateMenus(path, serial, crc);
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@ -770,10 +770,10 @@ static QString FormatTimestampForSaveStateMenu(u64 timestamp)
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return qtime.toString(QLocale::system().dateTimeFormat(QLocale::ShortFormat));
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}
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void MainWindow::populateLoadStateMenu(const char* game_code, QMenu* menu)
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void MainWindow::populateLoadStateMenu(const char* game_serial, QMenu* menu)
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{
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auto add_slot = [this, game_code, menu](const QString& title, const QString& empty_title, bool global, s32 slot) {
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std::optional<SaveStateInfo> ssi = System::GetSaveStateInfo(global ? nullptr : game_code, slot);
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auto add_slot = [this, game_serial, menu](const QString& title, const QString& empty_title, bool global, s32 slot) {
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std::optional<SaveStateInfo> ssi = System::GetSaveStateInfo(global ? nullptr : game_serial, slot);
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const QString menu_title =
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ssi.has_value() ? title.arg(slot).arg(FormatTimestampForSaveStateMenu(ssi->timestamp)) : empty_title.arg(slot);
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@ -802,7 +802,7 @@ void MainWindow::populateLoadStateMenu(const char* game_code, QMenu* menu)
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connect(load_from_state, &QAction::triggered, g_emu_thread, &EmuThread::undoLoadState);
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menu->addSeparator();
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if (game_code && std::strlen(game_code) > 0)
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if (game_serial && std::strlen(game_serial) > 0)
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{
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for (u32 slot = 1; slot <= System::PER_GAME_SAVE_STATE_SLOTS; slot++)
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add_slot(tr("Game Save %1 (%2)"), tr("Game Save %1 (Empty)"), false, static_cast<s32>(slot));
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@ -814,10 +814,10 @@ void MainWindow::populateLoadStateMenu(const char* game_code, QMenu* menu)
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add_slot(tr("Global Save %1 (%2)"), tr("Global Save %1 (Empty)"), true, static_cast<s32>(slot));
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}
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void MainWindow::populateSaveStateMenu(const char* game_code, QMenu* menu)
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void MainWindow::populateSaveStateMenu(const char* game_serial, QMenu* menu)
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{
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auto add_slot = [game_code, menu](const QString& title, const QString& empty_title, bool global, s32 slot) {
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std::optional<SaveStateInfo> ssi = System::GetSaveStateInfo(global ? nullptr : game_code, slot);
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auto add_slot = [game_serial, menu](const QString& title, const QString& empty_title, bool global, s32 slot) {
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std::optional<SaveStateInfo> ssi = System::GetSaveStateInfo(global ? nullptr : game_serial, slot);
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const QString menu_title =
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ssi.has_value() ? title.arg(slot).arg(FormatTimestampForSaveStateMenu(ssi->timestamp)) : empty_title.arg(slot);
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@ -841,7 +841,7 @@ void MainWindow::populateSaveStateMenu(const char* game_code, QMenu* menu)
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});
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menu->addSeparator();
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if (game_code && std::strlen(game_code) > 0)
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if (game_serial && std::strlen(game_serial) > 0)
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{
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for (u32 slot = 1; slot <= System::PER_GAME_SAVE_STATE_SLOTS; slot++)
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add_slot(tr("Game Save %1 (%2)"), tr("Game Save %1 (Empty)"), false, static_cast<s32>(slot));
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@ -1094,12 +1094,12 @@ void MainWindow::onChangeDiscMenuAboutToHide()
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void MainWindow::onLoadStateMenuAboutToShow()
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{
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populateLoadStateMenu(m_current_game_code.c_str(), m_ui.menuLoadState);
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populateLoadStateMenu(m_current_game_serial.c_str(), m_ui.menuLoadState);
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}
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void MainWindow::onSaveStateMenuAboutToShow()
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{
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populateSaveStateMenu(m_current_game_code.c_str(), m_ui.menuSaveState);
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populateSaveStateMenu(m_current_game_serial.c_str(), m_ui.menuSaveState);
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}
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void MainWindow::onCheatsMenuAboutToShow()
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@ -1161,7 +1161,7 @@ void MainWindow::onViewGamePropertiesActionTriggered()
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return;
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const std::string& path = System::GetRunningPath();
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const std::string& serial = System::GetRunningCode();
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const std::string& serial = System::GetRunningSerial();
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if (path.empty() || serial.empty())
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return;
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@ -2375,7 +2375,7 @@ bool MainWindow::requestShutdown(bool allow_confirm /* = true */, bool allow_sav
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return true;
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// If we don't have a serial, we can't save state.
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allow_save_to_state &= !m_current_game_code.empty();
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allow_save_to_state &= !m_current_game_serial.empty();
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save_state &= allow_save_to_state;
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// Only confirm on UI thread because we need to display a msgbox.
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@ -118,7 +118,7 @@ private Q_SLOTS:
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void onSystemDestroyed();
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void onSystemPaused();
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void onSystemResumed();
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void onRunningGameChanged(const QString& filename, const QString& game_code, const QString& game_title);
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void onRunningGameChanged(const QString& filename, const QString& game_serial, const QString& game_title);
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void onAchievementsChallengeModeChanged();
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void onApplicationStateChanged(Qt::ApplicationState state);
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@ -221,8 +221,8 @@ private:
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/// Fills menu with save state info and handlers.
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void populateGameListContextMenu(const GameList::Entry* entry, QWidget* parent_window, QMenu* menu);
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void populateLoadStateMenu(const char* game_code, QMenu* menu);
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void populateSaveStateMenu(const char* game_code, QMenu* menu);
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void populateLoadStateMenu(const char* game_serial, QMenu* menu);
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void populateSaveStateMenu(const char* game_serial, QMenu* menu);
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/// Fills menu with the current playlist entries. The disc index is marked as checked.
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void populateChangeDiscSubImageMenu(QMenu* menu, QActionGroup* action_group);
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@ -257,7 +257,7 @@ private:
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DebuggerWindow* m_debugger_window = nullptr;
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std::string m_current_game_title;
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std::string m_current_game_code;
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std::string m_current_game_serial;
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bool m_was_paused_by_focus_loss = false;
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bool m_open_debugger_on_start = false;
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@ -1096,11 +1096,11 @@ void EmuThread::loadState(bool global, qint32 slot)
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}
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// shouldn't even get here if we don't have a running game
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if (!global && System::GetRunningCode().empty())
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if (!global && System::GetRunningSerial().empty())
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return;
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bootOrLoadState(global ? System::GetGlobalSaveStateFileName(slot) :
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System::GetGameSaveStateFileName(System::GetRunningCode(), slot));
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System::GetGameSaveStateFileName(System::GetRunningSerial(), slot));
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}
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void EmuThread::saveState(const QString& filename, bool block_until_done /* = false */)
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@ -1127,11 +1127,11 @@ void EmuThread::saveState(bool global, qint32 slot, bool block_until_done /* = f
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return;
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}
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if (!global && System::GetRunningCode().empty())
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if (!global && System::GetRunningSerial().empty())
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return;
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System::SaveState((global ? System::GetGlobalSaveStateFileName(slot) :
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System::GetGameSaveStateFileName(System::GetRunningCode(), slot))
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System::GetGameSaveStateFileName(System::GetRunningSerial(), slot))
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.c_str(),
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g_settings.create_save_state_backups);
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}
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@ -134,7 +134,7 @@ Q_SIGNALS:
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void displaySizeRequested(qint32 width, qint32 height);
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void focusDisplayWidgetRequested();
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void destroyDisplayRequested();
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void runningGameChanged(const QString& filename, const QString& game_code, const QString& game_title);
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void runningGameChanged(const QString& filename, const QString& game_serial, const QString& game_title);
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void inputProfileLoaded();
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void mouseModeRequested(bool relative, bool hide_cursor);
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void achievementsRefreshed(quint32 id, const QString& game_info_string, quint32 total, quint32 points);
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