yuzu: Eliminate variable shadowing
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12156b199a
commit
b3d6f7bdd8
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@ -364,9 +364,9 @@ void GRenderWindow::RestoreGeometry() {
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QWidget::restoreGeometry(geometry);
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}
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void GRenderWindow::restoreGeometry(const QByteArray& geometry) {
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void GRenderWindow::restoreGeometry(const QByteArray& geometry_) {
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// Make sure users of this class don't need to deal with backing up the geometry themselves
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QWidget::restoreGeometry(geometry);
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QWidget::restoreGeometry(geometry_);
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BackupGeometry();
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}
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@ -1014,8 +1014,8 @@ QStringList GRenderWindow::GetUnsupportedGLExtensions() const {
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return unsupported_ext;
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}
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void GRenderWindow::OnEmulationStarting(EmuThread* emu_thread) {
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this->emu_thread = emu_thread;
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void GRenderWindow::OnEmulationStarting(EmuThread* emu_thread_) {
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emu_thread = emu_thread_;
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}
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void GRenderWindow::OnEmulationStopping() {
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@ -56,12 +56,12 @@ public:
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/**
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* Sets whether the emulation thread is running or not
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* @param running Boolean value, set the emulation thread to running if true
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* @param running_ Boolean value, set the emulation thread to running if true
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* @note This function is thread-safe
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*/
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void SetRunning(bool running) {
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void SetRunning(bool running_) {
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std::unique_lock lock{running_mutex};
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this->running = running;
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running = running_;
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lock.unlock();
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running_cv.notify_all();
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if (!running) {
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@ -138,7 +138,7 @@ public:
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void BackupGeometry();
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void RestoreGeometry();
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void restoreGeometry(const QByteArray& geometry); // overridden
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void restoreGeometry(const QByteArray& geometry_); // overridden
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QByteArray saveGeometry(); // overridden
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qreal windowPixelRatio() const;
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@ -189,7 +189,7 @@ public:
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void Exit();
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public slots:
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void OnEmulationStarting(EmuThread* emu_thread);
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void OnEmulationStarting(EmuThread* emu_thread_);
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void OnEmulationStopping();
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void OnFramebufferSizeChanged();
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@ -116,8 +116,8 @@ void ConfigurePerGame::HandleApplyButtonClicked() {
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ApplyConfiguration();
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}
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void ConfigurePerGame::LoadFromFile(FileSys::VirtualFile file) {
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this->file = std::move(file);
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void ConfigurePerGame::LoadFromFile(FileSys::VirtualFile file_) {
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file = std::move(file_);
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LoadConfiguration();
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}
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@ -46,7 +46,7 @@ public:
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/// Save all button configurations to settings file
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void ApplyConfiguration();
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void LoadFromFile(FileSys::VirtualFile file);
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void LoadFromFile(FileSys::VirtualFile file_);
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private:
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void changeEvent(QEvent* event) override;
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@ -89,8 +89,8 @@ void ConfigurePerGameAddons::ApplyConfiguration() {
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Settings::values.disabled_addons[title_id] = disabled_addons;
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}
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void ConfigurePerGameAddons::LoadFromFile(FileSys::VirtualFile file) {
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this->file = std::move(file);
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void ConfigurePerGameAddons::LoadFromFile(FileSys::VirtualFile file_) {
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file = std::move(file_);
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LoadConfiguration();
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}
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@ -35,7 +35,7 @@ public:
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/// Save all button configurations to settings file
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void ApplyConfiguration();
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void LoadFromFile(FileSys::VirtualFile file);
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void LoadFromFile(FileSys::VirtualFile file_);
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void SetTitleId(u64 id);
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@ -80,9 +80,9 @@ bool GameListSearchField::KeyReleaseEater::eventFilter(QObject* obj, QEvent* eve
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return QObject::eventFilter(obj, event);
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}
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void GameListSearchField::setFilterResult(int visible, int total) {
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this->visible = visible;
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this->total = total;
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void GameListSearchField::setFilterResult(int visible_, int total_) {
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visible = visible_;
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total = total_;
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label_filter_result->setText(tr("%1 of %n result(s)", "", total).arg(visible));
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}
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@ -348,7 +348,7 @@ public:
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explicit GameListSearchField(GameList* parent = nullptr);
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QString filterText() const;
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void setFilterResult(int visible, int total);
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void setFilterResult(int visible_, int total_);
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void clear();
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void setFocus();
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@ -1442,7 +1442,7 @@ bool GMainWindow::LoadROM(const QString& filename, u64 program_id, std::size_t p
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}
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return false;
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}
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game_path = filename;
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current_game_path = filename;
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system->TelemetrySession().AddField(Common::Telemetry::FieldType::App, "Frontend", "Qt");
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return true;
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@ -1641,7 +1641,7 @@ void GMainWindow::ShutdownGame() {
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emu_frametime_label->setVisible(false);
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renderer_status_button->setEnabled(!UISettings::values.has_broken_vulkan);
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game_path.clear();
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current_game_path.clear();
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// When closing the game, destroy the GLWindow to clear the context after the game is closed
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render_window->ReleaseRenderTarget();
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@ -2560,7 +2560,7 @@ void GMainWindow::OnRestartGame() {
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return;
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}
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// Make a copy since BootGame edits game_path
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BootGame(QString(game_path));
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BootGame(QString(current_game_path));
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}
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void GMainWindow::OnPauseGame() {
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@ -2989,7 +2989,7 @@ void GMainWindow::OnToggleAdaptingFilter() {
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void GMainWindow::OnConfigurePerGame() {
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const u64 title_id = system->GetCurrentProcessProgramID();
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OpenPerGameConfiguration(title_id, game_path.toStdString());
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OpenPerGameConfiguration(title_id, current_game_path.toStdString());
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}
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void GMainWindow::OpenPerGameConfiguration(u64 title_id, const std::string& file_name) {
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@ -369,7 +369,7 @@ private:
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bool emulation_running = false;
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std::unique_ptr<EmuThread> emu_thread;
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// The path to the game currently running
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QString game_path;
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QString current_game_path;
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bool auto_paused = false;
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bool auto_muted = false;
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