Addressed Bunnei's review comments, and made some other tweaks:
- Deleted GetStatus() because it wasn't used anywhere outside of Core::System. - Fixed design flaw where the message bar status could be set despite the game being stopped.
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7 changed files with 32 additions and 29 deletions
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@ -26,7 +26,7 @@ namespace Core {
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/*static*/ System System::s_instance;
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System::ResultStatus System::RunLoop(int tight_loop) {
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this->status = ResultStatus::Success;
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status = ResultStatus::Success;
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if (!cpu_core) {
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return ResultStatus::ErrorNotInitialized;
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}
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@ -60,7 +60,7 @@ System::ResultStatus System::RunLoop(int tight_loop) {
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HW::Update();
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Reschedule();
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return GetStatus();
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return status;
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}
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System::ResultStatus System::SingleStep() {
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@ -99,8 +99,8 @@ System::ResultStatus System::Load(EmuWindow* emu_window, const std::string& file
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return init_result;
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}
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Loader::ResultStatus load_result = app_loader->Load();
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if (load_result != Loader::ResultStatus::Success) {
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const Loader::ResultStatus load_result{app_loader->Load()};
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if (Loader::ResultStatus::Success != load_result) {
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LOG_CRITICAL(Core, "Failed to load ROM (Error %i)!", load_result);
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System::Shutdown();
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@ -113,9 +113,8 @@ System::ResultStatus System::Load(EmuWindow* emu_window, const std::string& file
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return ResultStatus::ErrorLoader;
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}
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}
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// this->status will be used for errors while actually running the game
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status = ResultStatus::Success;
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return ResultStatus::Success;
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return status;
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}
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void System::PrepareReschedule() {
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