const, rename a function

This commit is contained in:
Henrik Rydgård committed 2024-12-10 01:01:31 +01:00
1 parent a94431f4fa
commit de3617529f
3 files changed
+10 -10

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+1 -1
View File
@@ -26,7 +26,7 @@
class GraphicsContext;
// For platforms that don't call Core_Run
// For platforms that don't call Run
void Core_SetGraphicsContext(GraphicsContext *ctx);
// Returns false when an UI exit state is detected.
+3 -3
View File
@@ -100,7 +100,7 @@ protected:
u32 buf_pointer_ = 0;
int last_used_ = 0;
bool Matches(u32 bufpos) {
bool Matches(u32 bufpos) const {
// We check psp_pointer_ because bufpos = 0 is valid, and the initial value.
return buf_pointer_ == bufpos && psp_pointer_ != 0;
}
@@ -130,12 +130,12 @@ protected:
u32 buf_pointer_ = 0;
u32 size_ = 0;
bool Matches(u32 bufpos, u32 sz) {
bool Matches(u32 bufpos, u32 sz) const {
// We check psp_pointer_ because bufpos = 0 is valid, and the initial value.
return buf_pointer_ == bufpos && psp_pointer_ != 0 && size_ >= sz;
}
u32 Ptr() {
u32 Ptr() const {
return psp_pointer_;
}
+6 -6
View File
@@ -75,7 +75,7 @@ bool MainThread_Ready() {
return g_inLoop;
}
static bool Core_Run(GraphicsContext *ctx) {
static bool Run(GraphicsContext *ctx) {
System_Notify(SystemNotification::DISASSEMBLY);
while (true) {
if (GetUIState() != UISTATE_INGAME) {
@@ -127,11 +127,11 @@ static void EmuThreadFunc(GraphicsContext *graphicsContext) {
NativeInitGraphics(graphicsContext);
while (emuThreadState != (int)EmuThreadState::QUIT_REQUESTED) {
// We're here again, so the game quit. Restart Core_Run() which controls the UI.
// We're here again, so the game quit. Restart Run() which controls the UI.
// This way they can load a new game.
if (!Core_IsActive())
UpdateUIState(UISTATE_MENU);
if (!Core_Run(g_graphicsContext)) {
if (!Run(g_graphicsContext)) {
emuThreadState = (int)EmuThreadState::QUIT_REQUESTED;
}
}
@@ -338,11 +338,11 @@ void MainThreadFunc() {
}
} else {
while (GetUIState() != UISTATE_EXIT) { // && GetUIState() != UISTATE_EXCEPTION
// We're here again, so the game quit. Restart Core_Run() which controls the UI.
// We're here again, so the game quit. Restart Run() which controls the UI.
// This way they can load a new game.
if (!Core_IsActive())
UpdateUIState(UISTATE_MENU);
Core_Run(g_graphicsContext);
Run(g_graphicsContext);
if (coreState == CORE_BOOT_ERROR) {
break;
}
@@ -351,7 +351,7 @@ void MainThreadFunc() {
Core_Stop();
if (!useEmuThread) {
// Process the shutdown. Without this, non-GL delays 800ms on shutdown.
Core_Run(g_graphicsContext);
Run(g_graphicsContext);
}
Core_WaitInactive();