yuzu_cmd: Eliminate variable shadowing

This commit is contained in:
Morph 2022-06-13 15:41:36 -04:00
parent 8671aa8dd0
commit 69d92a19a5
5 changed files with 7 additions and 7 deletions

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@ -20,7 +20,7 @@ enum class MouseButton;
class EmuWindow_SDL2 : public Core::Frontend::EmuWindow { class EmuWindow_SDL2 : public Core::Frontend::EmuWindow {
public: public:
explicit EmuWindow_SDL2(InputCommon::InputSubsystem* input_subsystem, Core::System& system_); explicit EmuWindow_SDL2(InputCommon::InputSubsystem* input_subsystem_, Core::System& system_);
~EmuWindow_SDL2(); ~EmuWindow_SDL2();
/// Whether the window is still open, and a close request hasn't yet been sent /// Whether the window is still open, and a close request hasn't yet been sent

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@ -73,9 +73,9 @@ bool EmuWindow_SDL2_GL::SupportsRequiredGLExtensions() {
return unsupported_ext.empty(); return unsupported_ext.empty();
} }
EmuWindow_SDL2_GL::EmuWindow_SDL2_GL(InputCommon::InputSubsystem* input_subsystem, EmuWindow_SDL2_GL::EmuWindow_SDL2_GL(InputCommon::InputSubsystem* input_subsystem_,
Core::System& system_, bool fullscreen) Core::System& system_, bool fullscreen)
: EmuWindow_SDL2{input_subsystem, system_} { : EmuWindow_SDL2{input_subsystem_, system_} {
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 6); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 6);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);

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@ -17,7 +17,7 @@ class InputSubsystem;
class EmuWindow_SDL2_GL final : public EmuWindow_SDL2 { class EmuWindow_SDL2_GL final : public EmuWindow_SDL2 {
public: public:
explicit EmuWindow_SDL2_GL(InputCommon::InputSubsystem* input_subsystem, Core::System& system_, explicit EmuWindow_SDL2_GL(InputCommon::InputSubsystem* input_subsystem_, Core::System& system_,
bool fullscreen); bool fullscreen);
~EmuWindow_SDL2_GL(); ~EmuWindow_SDL2_GL();

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@ -21,9 +21,9 @@
#include <SDL.h> #include <SDL.h>
#include <SDL_syswm.h> #include <SDL_syswm.h>
EmuWindow_SDL2_VK::EmuWindow_SDL2_VK(InputCommon::InputSubsystem* input_subsystem, EmuWindow_SDL2_VK::EmuWindow_SDL2_VK(InputCommon::InputSubsystem* input_subsystem_,
Core::System& system_, bool fullscreen) Core::System& system_, bool fullscreen)
: EmuWindow_SDL2{input_subsystem, system_} { : EmuWindow_SDL2{input_subsystem_, system_} {
const std::string window_title = fmt::format("yuzu {} | {}-{} (Vulkan)", Common::g_build_name, const std::string window_title = fmt::format("yuzu {} | {}-{} (Vulkan)", Common::g_build_name,
Common::g_scm_branch, Common::g_scm_desc); Common::g_scm_branch, Common::g_scm_desc);
render_window = render_window =

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@ -18,7 +18,7 @@ class InputSubsystem;
class EmuWindow_SDL2_VK final : public EmuWindow_SDL2 { class EmuWindow_SDL2_VK final : public EmuWindow_SDL2 {
public: public:
explicit EmuWindow_SDL2_VK(InputCommon::InputSubsystem* input_subsystem, Core::System& system, explicit EmuWindow_SDL2_VK(InputCommon::InputSubsystem* input_subsystem_, Core::System& system,
bool fullscreen); bool fullscreen);
~EmuWindow_SDL2_VK() override; ~EmuWindow_SDL2_VK() override;