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[frontend] Remove QDockWidget Wait Tree (#2949)
No one uses it and knows how to use it. So, remove it and replace it later with something more useful :) Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2949 Reviewed-by: crueter <crueter@eden-emu.dev> Reviewed-by: MaranBr <maranbr@eden-emu.dev> Reviewed-by: Caio Oliveira <caiooliveirafarias0@gmail.com> Co-authored-by: unknown <sahyno1996@gmail.com> Co-committed-by: unknown <sahyno1996@gmail.com>
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7 changed files with 0 additions and 738 deletions
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@ -161,7 +161,6 @@ static FileSys::VirtualFile VfsDirectoryCreateFileWrapper(const FileSys::Virtual
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#include "qt_common/config/qt_config.h"
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#include "yuzu/debugger/console.h"
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#include "yuzu/debugger/controller.h"
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#include "yuzu/debugger/wait_tree.h"
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#include "yuzu/data_dialog.h"
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#include "yuzu/deps_dialog.h"
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#include "yuzu/ryujinx_dialog.h"
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@ -1373,19 +1372,9 @@ void GMainWindow::InitializeWidgets() {
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void GMainWindow::InitializeDebugWidgets() {
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QMenu* debug_menu = ui->menu_View_Debugging;
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waitTreeWidget = new WaitTreeWidget(*QtCommon::system, this);
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addDockWidget(Qt::LeftDockWidgetArea, waitTreeWidget);
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waitTreeWidget->hide();
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debug_menu->addAction(waitTreeWidget->toggleViewAction());
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controller_dialog = new ControllerDialog(QtCommon::system->HIDCore(), input_subsystem, this);
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controller_dialog->hide();
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debug_menu->addAction(controller_dialog->toggleViewAction());
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connect(this, &GMainWindow::EmulationStarting, waitTreeWidget,
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&WaitTreeWidget::OnEmulationStarting);
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connect(this, &GMainWindow::EmulationStopping, waitTreeWidget,
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&WaitTreeWidget::OnEmulationStopping);
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}
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void GMainWindow::InitializeRecentFileMenuActions() {
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@ -1533,7 +1522,6 @@ void GMainWindow::RestoreUIState() {
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ui->action_Display_Dock_Widget_Headers->setChecked(
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UISettings::values.display_titlebar.GetValue());
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OnDisplayTitleBars(ui->action_Display_Dock_Widget_Headers->isChecked());
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ui->action_Show_Filter_Bar->setChecked(UISettings::values.show_filter_bar.GetValue());
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game_list->SetFilterVisible(ui->action_Show_Filter_Bar->isChecked());
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@ -1657,7 +1645,6 @@ void GMainWindow::ConnectMenuEvents() {
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// View
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connect_menu(ui->action_Fullscreen, &GMainWindow::ToggleFullscreen);
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connect_menu(ui->action_Single_Window_Mode, &GMainWindow::ToggleWindowMode);
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connect_menu(ui->action_Display_Dock_Widget_Headers, &GMainWindow::OnDisplayTitleBars);
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connect_menu(ui->action_Show_Filter_Bar, &GMainWindow::OnToggleFilterBar);
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connect_menu(ui->action_Show_Status_Bar, &GMainWindow::OnToggleStatusBar);
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@ -1767,26 +1754,6 @@ void GMainWindow::UpdateMenuState() {
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multiplayer_state->UpdateNotificationStatus();
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}
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void GMainWindow::OnDisplayTitleBars(bool show) {
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QList<QDockWidget*> widgets = findChildren<QDockWidget*>();
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if (show) {
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for (QDockWidget* widget : widgets) {
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QWidget* old = widget->titleBarWidget();
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widget->setTitleBarWidget(nullptr);
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if (old != nullptr)
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delete old;
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}
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} else {
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for (QDockWidget* widget : widgets) {
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QWidget* old = widget->titleBarWidget();
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widget->setTitleBarWidget(new QWidget());
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if (old != nullptr)
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delete old;
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}
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}
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}
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void GMainWindow::SetupPrepareForSleep() {
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#ifdef __unix__
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if (auto bus = QDBusConnection::systemBus(); bus.isConnected()) {
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@ -2133,12 +2100,6 @@ void GMainWindow::BootGame(const QString& filename, Service::AM::FrontendAppletP
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connect(render_window, &GRenderWindow::Closed, this, &GMainWindow::OnStopGame);
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connect(render_window, &GRenderWindow::MouseActivity, this, &GMainWindow::OnMouseActivity);
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// BlockingQueuedConnection is important here, it makes sure we've finished refreshing our views
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// before the CPU continues
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connect(emu_thread.get(), &EmuThread::DebugModeEntered, waitTreeWidget,
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&WaitTreeWidget::OnDebugModeEntered, Qt::BlockingQueuedConnection);
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connect(emu_thread.get(), &EmuThread::DebugModeLeft, waitTreeWidget,
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&WaitTreeWidget::OnDebugModeLeft, Qt::BlockingQueuedConnection);
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connect(emu_thread.get(), &EmuThread::LoadProgress, loading_screen,
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&LoadingScreen::OnLoadProgress, Qt::QueuedConnection);
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