refactoring singleton class

This commit is contained in:
georgemoralis 2023-10-15 10:03:26 +03:00
parent 0f80805d69
commit 58721d84a0
12 changed files with 44 additions and 71 deletions

View file

@ -2,7 +2,7 @@
#include <Core/PS4/HLE/Graphics/graphics_render.h>
#include <Emulator/HLE/Libraries/LibPad/controller.h>
#include <Util/Singleton.h>
#include "Emulator/Util/singleton.h"
#include <vulkan_util.h>
#include "Core/PS4/HLE/Graphics/video_out.h"
@ -14,14 +14,14 @@ namespace Emu {
bool m_emu_needs_exit = false;
void emuInit(u32 width, u32 height) {
auto* window_ctx = Singleton<Emu::WindowCtx>::Instance();
auto* window_ctx = singleton<Emu::WindowCtx>::instance();
window_ctx->m_graphic_ctx.screen_width = width;
window_ctx->m_graphic_ctx.screen_height = height;
}
void checkAndWaitForGraphicsInit() {
auto* window_ctx = Singleton<Emu::WindowCtx>::Instance();
auto* window_ctx = singleton<Emu::WindowCtx>::instance();
Lib::LockMutexGuard lock(window_ctx->m_mutex);
while (!window_ctx->m_is_graphic_initialized) {
@ -50,7 +50,7 @@ static void CreateSdlWindow(WindowCtx* ctx) {
SDL_SetWindowResizable(ctx->m_window, SDL_FALSE); // we don't support resizable atm
}
void emuRun() {
auto* window_ctx = Singleton<Emu::WindowCtx>::Instance();
auto* window_ctx = singleton<Emu::WindowCtx>::instance();
window_ctx->m_mutex.LockMutex();
{
// init window and wait until init finishes
@ -98,14 +98,14 @@ void emuRun() {
}
HLE::Libs::Graphics::GraphicCtx* getGraphicCtx() {
auto* window_ctx = Singleton<Emu::WindowCtx>::Instance();
auto* window_ctx = singleton<Emu::WindowCtx>::instance();
Lib::LockMutexGuard lock(window_ctx->m_mutex);
return &window_ctx->m_graphic_ctx;
}
void DrawBuffer(HLE::Libs::Graphics::VideoOutVulkanImage* image) {
auto* window_ctx = Singleton<Emu::WindowCtx>::Instance();
auto* window_ctx = singleton<Emu::WindowCtx>::instance();
if (window_ctx->is_window_hidden) {
SDL_ShowWindow(window_ctx->m_window);
window_ctx->is_window_hidden = false;
@ -219,7 +219,7 @@ void keyboardEvent(SDL_Event* event) {
default: break;
}
if (button != 0) {
auto* controller = Singleton<Emulator::Host::Controller::GameController>::Instance();
auto* controller = singleton<Emulator::Host::Controller::GameController>::instance();
controller->checKButton(0, button, event->type == SDL_EVENT_KEY_DOWN);
}
}