update graphics api button indicator (#6625)
* update graphics api button indicator This tiny pull request * update the graphics button indicator when launching or closing a game (graphics button doesn't update with per game configuration) * Disable graphics button indicator click while in game * fix crash * It fixed crash when opening configure dialog in game if the graphics api for the game is different of the global graphics api
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@ -83,7 +83,7 @@ void SetPerGameSetting(QComboBox* combobox,
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/// account per-game status
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template <typename Type, bool ranged>
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Type GetComboboxSetting(int index, const Settings::SwitchableSetting<Type, ranged>* setting) {
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if (Settings::IsConfiguringGlobal() && setting->UsingGlobal()) {
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if (Settings::IsConfiguringGlobal() || setting->UsingGlobal()) {
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return static_cast<Type>(index);
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} else if (!Settings::IsConfiguringGlobal()) {
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if (index == 0) {
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@ -371,13 +371,7 @@ void GMainWindow::InitializeWidgets() {
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graphics_api_button->setFocusPolicy(Qt::NoFocus);
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UpdateAPIIndicator();
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connect(graphics_api_button, &QPushButton::clicked, this, [this] {
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if (emulation_running) {
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return;
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}
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UpdateAPIIndicator(true);
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});
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connect(graphics_api_button, &QPushButton::clicked, this, [this] { UpdateAPIIndicator(true); });
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statusBar()->insertPermanentWidget(0, graphics_api_button);
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@ -1734,6 +1728,7 @@ void GMainWindow::OnStartGame() {
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PreventOSSleep();
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emu_thread->SetRunning(true);
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graphics_api_button->setEnabled(false);
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qRegisterMetaType<Core::System::ResultStatus>("Core::System::ResultStatus");
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qRegisterMetaType<std::string>("std::string");
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connect(emu_thread.get(), &EmuThread::ErrorThrown, this, &GMainWindow::OnCoreError);
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@ -1743,6 +1738,7 @@ void GMainWindow::OnStartGame() {
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discord_rpc->Update();
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UpdateSaveStates();
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UpdateAPIIndicator();
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}
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void GMainWindow::OnRestartGame() {
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@ -1773,7 +1769,9 @@ void GMainWindow::OnPauseContinueGame() {
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void GMainWindow::OnStopGame() {
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ShutdownGame();
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graphics_api_button->setEnabled(true);
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Settings::RestoreGlobalState(false);
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UpdateAPIIndicator();
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}
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void GMainWindow::OnLoadComplete() {
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