diff options
| author | JosJuice <josjuice@gmail.com> | 2017-05-02 15:34:50 +0200 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2017-05-02 15:34:50 +0200 |
| commit | 252bb4471d41027aa5a06984a433f861a2e0e5e6 (patch) | |
| tree | c93c771533bb2ecf29b86c7ce92405969a175c1c /Source/Core/DolphinWX/FrameTools.cpp | |
| parent | e9ad0ec6126410ec4a90760fe732ba2f491892d5 (diff) | |
| parent | 9e71031e233972383439c8846a6cadb93d04db11 (diff) | |
Merge pull request #5350 from lioncash/frame
Frame: Normalize member names
Diffstat (limited to 'Source/Core/DolphinWX/FrameTools.cpp')
| -rw-r--r-- | Source/Core/DolphinWX/FrameTools.cpp | 203 |
1 files changed, 102 insertions, 101 deletions
diff --git a/Source/Core/DolphinWX/FrameTools.cpp b/Source/Core/DolphinWX/FrameTools.cpp index 9822aae148..12616268d7 100644 --- a/Source/Core/DolphinWX/FrameTools.cpp +++ b/Source/Core/DolphinWX/FrameTools.cpp @@ -107,7 +107,7 @@ wxMenuBar* CFrame::GetMenuBar() const wxMenuBar* CFrame::CreateMenuBar() const { const auto menu_type = - UseDebugger ? MainMenuBar::MenuType::Debug : MainMenuBar::MenuType::Regular; + m_use_debugger ? MainMenuBar::MenuType::Debug : MainMenuBar::MenuType::Regular; return new MainMenuBar{menu_type}; } @@ -189,7 +189,7 @@ void CFrame::BindMenuBarEvents() Bind(wxEVT_MENU, &CFrame::OnHelp, this, IDM_HELP_GITHUB); Bind(wxEVT_MENU, &CFrame::OnHelp, this, wxID_ABOUT); - if (UseDebugger) + if (m_use_debugger) BindDebuggerMenuBarEvents(); } @@ -257,7 +257,7 @@ void CFrame::BindDebuggerMenuBarUpdateEvents() wxToolBar* CFrame::OnCreateToolBar(long style, wxWindowID id, const wxString& name) { const auto type = - UseDebugger ? MainToolBar::ToolBarType::Debug : MainToolBar::ToolBarType::Regular; + m_use_debugger ? MainToolBar::ToolBarType::Debug : MainToolBar::ToolBarType::Regular; return new MainToolBar{type, this, id, wxDefaultPosition, wxDefaultSize, style}; } @@ -293,10 +293,10 @@ void CFrame::BootGame(const std::string& filename) // If all that fails, ask to add a dir and don't boot if (bootfile.empty()) { - if (m_GameListCtrl->GetSelectedISO() != nullptr) + if (m_game_list_ctrl->GetSelectedISO() != nullptr) { - if (m_GameListCtrl->GetSelectedISO()->IsValid()) - bootfile = m_GameListCtrl->GetSelectedISO()->GetFileName(); + if (m_game_list_ctrl->GetSelectedISO()->IsValid()) + bootfile = m_game_list_ctrl->GetSelectedISO()->GetFileName(); } else if (!StartUp.m_strDefaultISO.empty() && File::Exists(StartUp.m_strDefaultISO)) { @@ -311,7 +311,7 @@ void CFrame::BootGame(const std::string& filename) } else { - m_GameListCtrl->BrowseForDirectory(); + m_game_list_ctrl->BrowseForDirectory(); return; } } @@ -527,7 +527,7 @@ void CFrame::OnPlay(wxCommandEvent& event) if (Core::IsRunning()) { // Core is initialized and emulator is running - if (UseDebugger) + if (m_use_debugger) { bool was_stopped = CPU::IsStepping(); CPU::EnableStepping(!was_stopped); @@ -535,7 +535,7 @@ void CFrame::OnPlay(wxCommandEvent& event) // the UI, the UI only needs to be refreshed manually when unpausing. if (was_stopped) { - g_pCodeWindow->Repopulate(); + m_code_window->Repopulate(); UpdateGUI(); } } @@ -571,10 +571,10 @@ void CFrame::OnRenderParentClose(wxCloseEvent& event) void CFrame::OnRenderParentMove(wxMoveEvent& event) { if (Core::GetState() != Core::State::Uninitialized && !RendererIsFullscreen() && - !m_RenderFrame->IsMaximized() && !m_RenderFrame->IsIconized()) + !m_render_frame->IsMaximized() && !m_render_frame->IsIconized()) { - SConfig::GetInstance().iRenderWindowXPos = m_RenderFrame->GetPosition().x; - SConfig::GetInstance().iRenderWindowYPos = m_RenderFrame->GetPosition().y; + SConfig::GetInstance().iRenderWindowXPos = m_render_frame->GetPosition().x; + SConfig::GetInstance().iRenderWindowYPos = m_render_frame->GetPosition().y; } event.Skip(); } @@ -585,14 +585,14 @@ void CFrame::OnRenderParentResize(wxSizeEvent& event) { int width, height; if (!SConfig::GetInstance().bRenderToMain && !RendererIsFullscreen() && - !m_RenderFrame->IsMaximized() && !m_RenderFrame->IsIconized()) + !m_render_frame->IsMaximized() && !m_render_frame->IsIconized()) { - m_RenderFrame->GetClientSize(&width, &height); + m_render_frame->GetClientSize(&width, &height); SConfig::GetInstance().iRenderWindowWidth = width; SConfig::GetInstance().iRenderWindowHeight = height; } - m_LogWindow->Refresh(); - m_LogWindow->Update(); + m_log_window->Refresh(); + m_log_window->Update(); // We call Renderer::ChangeSurface here to indicate the size has changed, // but pass the same window handle. This is needed for the Vulkan backend, @@ -626,16 +626,16 @@ void CFrame::ToggleDisplayMode(bool bFullscreen) } #elif defined(HAVE_XRANDR) && HAVE_XRANDR if (SConfig::GetInstance().strFullscreenResolution != "Auto") - m_XRRConfig->ToggleDisplayMode(bFullscreen); + m_xrr_config->ToggleDisplayMode(bFullscreen); #endif } // Prepare the GUI to start the game. void CFrame::StartGame(const std::string& filename) { - if (m_bGameLoading) + if (m_is_game_loading) return; - m_bGameLoading = true; + m_is_game_loading = true; GetToolBar()->EnableTool(IDM_PLAY, false); GetMenuBar()->FindItem(IDM_PLAY)->Enable(false); @@ -643,21 +643,21 @@ void CFrame::StartGame(const std::string& filename) if (SConfig::GetInstance().bRenderToMain) { // Game has been started, hide the game list - m_GameListCtrl->Disable(); - m_GameListCtrl->Hide(); + m_game_list_ctrl->Disable(); + m_game_list_ctrl->Hide(); - m_RenderParent = m_Panel; - m_RenderFrame = this; + m_render_parent = m_panel; + m_render_frame = this; if (SConfig::GetInstance().bKeepWindowOnTop) - m_RenderFrame->SetWindowStyle(m_RenderFrame->GetWindowStyle() | wxSTAY_ON_TOP); + m_render_frame->SetWindowStyle(m_render_frame->GetWindowStyle() | wxSTAY_ON_TOP); else - m_RenderFrame->SetWindowStyle(m_RenderFrame->GetWindowStyle() & ~wxSTAY_ON_TOP); + m_render_frame->SetWindowStyle(m_render_frame->GetWindowStyle() & ~wxSTAY_ON_TOP); // No, I really don't want TAB_TRAVERSAL being set behind my back, // thanks. (Note that calling DisableSelfFocus would prevent this flag // from being set for new children, but wouldn't reset the existing // flag.) - m_RenderParent->SetWindowStyle(m_RenderParent->GetWindowStyle() & ~wxTAB_TRAVERSAL); + m_render_parent->SetWindowStyle(m_render_parent->GetWindowStyle() & ~wxTAB_TRAVERSAL); } else { @@ -667,40 +667,40 @@ void CFrame::StartGame(const std::string& filename) // Set window size in framebuffer pixels since the 3D rendering will be operating at // that level. wxSize default_size{wxSize(640, 480) * (1.0 / GetContentScaleFactor())}; - m_RenderFrame = + m_render_frame = new CRenderFrame(nullptr, wxID_ANY, _("Dolphin"), wxDefaultPosition, default_size); // Convert ClientSize coordinates to frame sizes. - wxSize decoration_fudge = m_RenderFrame->GetSize() - m_RenderFrame->GetClientSize(); + wxSize decoration_fudge = m_render_frame->GetSize() - m_render_frame->GetClientSize(); default_size += decoration_fudge; if (!window_geometry.IsEmpty()) window_geometry.SetSize(window_geometry.GetSize() + decoration_fudge); - WxUtils::SetWindowSizeAndFitToScreen(m_RenderFrame, window_geometry.GetPosition(), + WxUtils::SetWindowSizeAndFitToScreen(m_render_frame, window_geometry.GetPosition(), window_geometry.GetSize(), default_size); if (SConfig::GetInstance().bKeepWindowOnTop) - m_RenderFrame->SetWindowStyle(m_RenderFrame->GetWindowStyle() | wxSTAY_ON_TOP); + m_render_frame->SetWindowStyle(m_render_frame->GetWindowStyle() | wxSTAY_ON_TOP); else - m_RenderFrame->SetWindowStyle(m_RenderFrame->GetWindowStyle() & ~wxSTAY_ON_TOP); + m_render_frame->SetWindowStyle(m_render_frame->GetWindowStyle() & ~wxSTAY_ON_TOP); - m_RenderFrame->SetBackgroundColour(*wxBLACK); - m_RenderFrame->Bind(wxEVT_CLOSE_WINDOW, &CFrame::OnRenderParentClose, this); - m_RenderFrame->Bind(wxEVT_ACTIVATE, &CFrame::OnActive, this); - m_RenderFrame->Bind(wxEVT_MOVE, &CFrame::OnRenderParentMove, this); + m_render_frame->SetBackgroundColour(*wxBLACK); + m_render_frame->Bind(wxEVT_CLOSE_WINDOW, &CFrame::OnRenderParentClose, this); + m_render_frame->Bind(wxEVT_ACTIVATE, &CFrame::OnActive, this); + m_render_frame->Bind(wxEVT_MOVE, &CFrame::OnRenderParentMove, this); #ifdef _WIN32 // The renderer should use a top-level window for exclusive fullscreen support. - m_RenderParent = m_RenderFrame; + m_render_parent = m_render_frame; #else // To capture key events on Linux and Mac OS X the frame needs at least one child. - m_RenderParent = new wxPanel(m_RenderFrame, IDM_MPANEL, wxDefaultPosition, wxDefaultSize, 0); + m_render_parent = new wxPanel(m_render_frame, IDM_MPANEL, wxDefaultPosition, wxDefaultSize, 0); #endif - m_RenderFrame->Show(); + m_render_frame->Show(); } #if defined(__APPLE__) - m_RenderFrame->EnableFullScreenView(true); + m_render_frame->EnableFullScreenView(true); #endif wxBusyCursor hourglass; @@ -710,12 +710,14 @@ void CFrame::StartGame(const std::string& filename) if (!BootManager::BootCore(filename)) { DoFullscreen(false); + // Destroy the renderer frame when not rendering to main if (!SConfig::GetInstance().bRenderToMain) - m_RenderFrame->Destroy(); - m_RenderFrame = nullptr; - m_RenderParent = nullptr; - m_bGameLoading = false; + m_render_frame->Destroy(); + + m_render_frame = nullptr; + m_render_parent = nullptr; + m_is_game_loading = false; UpdateGUI(); } else @@ -735,13 +737,13 @@ void CFrame::StartGame(const std::string& filename) // We need this specifically to support setting the focus properly when using // the 'render to main window' feature on Windows - if (auto panel = wxDynamicCast(m_RenderParent, wxPanel)) + if (auto panel = wxDynamicCast(m_render_parent, wxPanel)) { panel->SetFocusIgnoringChildren(); } else { - m_RenderParent->SetFocus(); + m_render_parent->SetFocus(); } wxTheApp->Bind(wxEVT_KEY_DOWN, &CFrame::OnKeyDown, this); @@ -750,7 +752,7 @@ void CFrame::StartGame(const std::string& filename) wxTheApp->Bind(wxEVT_MIDDLE_DOWN, &CFrame::OnMouse, this); wxTheApp->Bind(wxEVT_MIDDLE_UP, &CFrame::OnMouse, this); wxTheApp->Bind(wxEVT_MOTION, &CFrame::OnMouse, this); - m_RenderParent->Bind(wxEVT_SIZE, &CFrame::OnRenderParentResize, this); + m_render_parent->Bind(wxEVT_SIZE, &CFrame::OnRenderParentResize, this); } } @@ -777,14 +779,14 @@ void CFrame::DoPause() { Core::SetState(Core::State::Paused); if (SConfig::GetInstance().bHideCursor) - m_RenderParent->SetCursor(wxNullCursor); + m_render_parent->SetCursor(wxNullCursor); Core::UpdateTitle(); } else { Core::SetState(Core::State::Running); if (SConfig::GetInstance().bHideCursor && RendererHasFocus()) - m_RenderParent->SetCursor(wxCURSOR_BLANK); + m_render_parent->SetCursor(wxCURSOR_BLANK); } UpdateGUI(); } @@ -794,18 +796,18 @@ void CFrame::DoStop() { if (!Core::IsRunningAndStarted()) return; - if (m_confirmStop) + if (m_confirm_stop) return; // don't let this function run again until it finishes, or is aborted. - m_confirmStop = true; + m_confirm_stop = true; - m_bGameLoading = false; - if (Core::GetState() != Core::State::Uninitialized || m_RenderParent != nullptr) + m_is_game_loading = false; + if (Core::GetState() != Core::State::Uninitialized || m_render_parent != nullptr) { #if defined __WXGTK__ wxMutexGuiLeave(); - std::lock_guard<std::recursive_mutex> lk(keystate_lock); + std::lock_guard<std::recursive_mutex> lk(m_keystate_lock); wxMutexGuiEnter(); #endif @@ -842,18 +844,18 @@ void CFrame::DoStop() if (should_pause) Core::SetState(state); - m_confirmStop = false; + m_confirm_stop = false; return; } } - if (UseDebugger && g_pCodeWindow) + if (m_use_debugger && m_code_window) { PowerPC::watches.Clear(); PowerPC::breakpoints.Clear(); PowerPC::memchecks.Clear(); - if (g_pCodeWindow->HasPanel<CBreakPointWindow>()) - g_pCodeWindow->GetPanel<CBreakPointWindow>()->NotifyUpdate(); + if (m_code_window->HasPanel<CBreakPointWindow>()) + m_code_window->GetPanel<CBreakPointWindow>()->NotifyUpdate(); g_symbolDB.Clear(); Host_NotifyMapLoaded(); Core::SetState(state); @@ -891,16 +893,16 @@ bool CFrame::TriggerSTMPowerEvent() Core::DisplayMessage("Shutting down", 30000); // Unpause because gracefully shutting down needs the game to actually request a shutdown. // Do not unpause in debug mode to allow debugging until the complete shutdown. - if (Core::GetState() == Core::State::Paused && !UseDebugger) + if (Core::GetState() == Core::State::Paused && !m_use_debugger) DoPause(); ProcessorInterface::PowerButton_Tap(); - m_confirmStop = false; + m_confirm_stop = false; return true; } void CFrame::OnStopped() { - m_confirmStop = false; + m_confirm_stop = false; m_tried_graceful_shutdown = false; #if defined(HAVE_X11) && HAVE_X11 @@ -914,10 +916,10 @@ void CFrame::OnStopped() SetThreadExecutionState(ES_CONTINUOUS); #endif - m_RenderFrame->SetTitle(StrToWxStr(scm_rev_str)); + m_render_frame->SetTitle(StrToWxStr(scm_rev_str)); // Destroy the renderer frame when not rendering to main - m_RenderParent->Unbind(wxEVT_SIZE, &CFrame::OnRenderParentResize, this); + m_render_parent->Unbind(wxEVT_SIZE, &CFrame::OnRenderParentResize, this); // Keyboard wxTheApp->Unbind(wxEVT_KEY_DOWN, &CFrame::OnKeyDown, this); @@ -929,25 +931,25 @@ void CFrame::OnStopped() wxTheApp->Unbind(wxEVT_MIDDLE_UP, &CFrame::OnMouse, this); wxTheApp->Unbind(wxEVT_MOTION, &CFrame::OnMouse, this); if (SConfig::GetInstance().bHideCursor) - m_RenderParent->SetCursor(wxNullCursor); + m_render_parent->SetCursor(wxNullCursor); DoFullscreen(false); if (!SConfig::GetInstance().bRenderToMain) { - m_RenderFrame->Destroy(); + m_render_frame->Destroy(); } else { #if defined(__APPLE__) // Disable the full screen button when not in a game. - m_RenderFrame->EnableFullScreenView(false); + m_render_frame->EnableFullScreenView(false); #endif // Make sure the window is not longer set to stay on top - m_RenderFrame->SetWindowStyle(m_RenderFrame->GetWindowStyle() & ~wxSTAY_ON_TOP); + m_render_frame->SetWindowStyle(m_render_frame->GetWindowStyle() & ~wxSTAY_ON_TOP); } - m_RenderParent = nullptr; - m_bRendererHasFocus = false; - m_RenderFrame = nullptr; + m_render_parent = nullptr; + m_renderer_has_focus = false; + m_render_frame = nullptr; // Clean framerate indications from the status bar. GetStatusBar()->SetStatusText(" ", 0); @@ -956,16 +958,16 @@ void CFrame::OnStopped() GetStatusBar()->SetStatusText(" ", 1); // If batch mode was specified on the command-line or we were already closing, exit now. - if (m_bBatchMode || m_bClosing) + if (m_batch_mode || m_is_closing) Close(true); // If using auto size with render to main, reset the application size. if (SConfig::GetInstance().bRenderToMain && SConfig::GetInstance().bRenderWindowAutoSize) SetSize(SConfig::GetInstance().iWidth, SConfig::GetInstance().iHeight); - m_GameListCtrl->Enable(); - m_GameListCtrl->Show(); - m_GameListCtrl->SetFocus(); + m_game_list_ctrl->Enable(); + m_game_list_ctrl->Show(); + m_game_list_ctrl->SetFocus(); UpdateGUI(); } @@ -1043,7 +1045,7 @@ void CFrame::OnConfigHotkey(wxCommandEvent& WXUNUSED(event)) HotkeyManagerEmu::Enable(false); - HotkeyInputConfigDialog m_ConfigFrame(this, *hotkey_plugin, _("Dolphin Hotkeys"), UseDebugger); + HotkeyInputConfigDialog m_ConfigFrame(this, *hotkey_plugin, _("Dolphin Hotkeys"), m_use_debugger); m_ConfigFrame.ShowModal(); // Update references in case controllers were refreshed @@ -1145,16 +1147,16 @@ void CFrame::StatusBarMessage(const char* Text, ...) // NetPlay stuff void CFrame::OnNetPlay(wxCommandEvent& WXUNUSED(event)) { - if (!g_NetPlaySetupDiag) + if (!m_netplay_setup_frame) { if (NetPlayDialog::GetInstance() != nullptr) NetPlayDialog::GetInstance()->Raise(); else - g_NetPlaySetupDiag = new NetPlaySetupFrame(this, m_GameListCtrl); + m_netplay_setup_frame = new NetPlaySetupFrame(this, m_game_list_ctrl); } else { - g_NetPlaySetupDiag->Raise(); + m_netplay_setup_frame->Raise(); } } @@ -1204,7 +1206,7 @@ void CFrame::OnInstallWAD(wxCommandEvent& event) { case IDM_LIST_INSTALL_WAD: { - const GameListItem* iso = m_GameListCtrl->GetSelectedISO(); + const GameListItem* iso = m_game_list_ctrl->GetSelectedISO(); if (!iso) return; fileName = iso->GetFileName(); @@ -1236,7 +1238,7 @@ void CFrame::OnInstallWAD(wxCommandEvent& event) void CFrame::OnUninstallWAD(wxCommandEvent&) { - const GameListItem* file = m_GameListCtrl->GetSelectedISO(); + const GameListItem* file = m_game_list_ctrl->GetSelectedISO(); if (!file) return; @@ -1297,14 +1299,14 @@ void CFrame::UpdateLoadWiiMenuItem() const void CFrame::OnFifoPlayer(wxCommandEvent& WXUNUSED(event)) { - if (m_FifoPlayerDlg) + if (m_fifo_player_dialog) { - m_FifoPlayerDlg->Show(); - m_FifoPlayerDlg->SetFocus(); + m_fifo_player_dialog->Show(); + m_fifo_player_dialog->SetFocus(); } else { - m_FifoPlayerDlg = new FifoPlayerDlg(this); + m_fifo_player_dialog = new FifoPlayerDlg(this); } } @@ -1343,9 +1345,8 @@ void CFrame::OnConnectWiimote(wxCommandEvent& event) Core::PauseAndLock(false, was_unpaused); } -// Toggle fullscreen. In Windows the fullscreen mode is accomplished by expanding the m_Panel to -// cover -// the entire screen (when we render to the main window). +// Toggle fullscreen. In Windows the fullscreen mode is accomplished by expanding the m_panel to +// cover the entire screen (when we render to the main window). void CFrame::OnToggleFullscreen(wxCommandEvent& WXUNUSED(event)) { DoFullscreen(!RendererIsFullscreen()); @@ -1431,9 +1432,9 @@ void CFrame::OnSaveState(wxCommandEvent& event) void CFrame::OnSelectSlot(wxCommandEvent& event) { - m_saveSlot = event.GetId() - IDM_SELECT_SLOT_1 + 1; - Core::DisplayMessage(StringFromFormat("Selected slot %d - %s", m_saveSlot, - State::GetInfoStringOfSlot(m_saveSlot, false).c_str()), + m_save_slot = event.GetId() - IDM_SELECT_SLOT_1 + 1; + Core::DisplayMessage(StringFromFormat("Selected slot %d - %s", m_save_slot, + State::GetInfoStringOfSlot(m_save_slot, false).c_str()), 2500); } @@ -1441,7 +1442,7 @@ void CFrame::OnLoadCurrentSlot(wxCommandEvent& event) { if (Core::IsRunningAndStarted()) { - State::Load(m_saveSlot); + State::Load(m_save_slot); } } @@ -1449,7 +1450,7 @@ void CFrame::OnSaveCurrentSlot(wxCommandEvent& event) { if (Core::IsRunningAndStarted()) { - State::Save(m_saveSlot); + State::Save(m_save_slot); } } @@ -1520,9 +1521,9 @@ void CFrame::UpdateGUI() GetMenuBar()->FindItem(IDM_RECORD_READ_ONLY)->Enable(Running || Paused); - if (!Initialized && !m_bGameLoading) + if (!Initialized && !m_is_game_loading) { - if (m_GameListCtrl->IsEnabled()) + if (m_game_list_ctrl->IsEnabled()) { // Prepare to load Default ISO, enable play button if (!SConfig::GetInstance().m_strDefaultISO.empty()) @@ -1552,13 +1553,13 @@ void CFrame::UpdateGUI() } // Game has not started, show game list - if (!m_GameListCtrl->IsShown()) + if (!m_game_list_ctrl->IsShown()) { - m_GameListCtrl->Enable(); - m_GameListCtrl->Show(); + m_game_list_ctrl->Enable(); + m_game_list_ctrl->Show(); } // Game has been selected but not started, enable play button - if (m_GameListCtrl->GetSelectedISO() != nullptr && m_GameListCtrl->IsEnabled()) + if (m_game_list_ctrl->GetSelectedISO() != nullptr && m_game_list_ctrl->IsEnabled()) { GetToolBar()->EnableTool(IDM_PLAY, true); GetMenuBar()->FindItem(IDM_PLAY)->Enable(); @@ -1576,7 +1577,7 @@ void CFrame::UpdateGUI() GetMenuBar()->FindItem(IDM_PLAY)->Enable(!Stopping); // Reset game loading flag - m_bGameLoading = false; + m_is_game_loading = false; // Rename the stop playing/recording menu item depending on current movie state if (Movie::IsRecordingInput()) @@ -1590,7 +1591,7 @@ void CFrame::UpdateGUI() GetToolBar()->Refresh(false); // Commit changes to manager - m_Mgr->Update(); + m_mgr->Update(); // Update non-modal windows if (m_cheats_window) @@ -1606,7 +1607,7 @@ void CFrame::UpdateGameList() { wxCommandEvent event{DOLPHIN_EVT_RELOAD_GAMELIST, GetId()}; event.SetEventObject(this); - wxPostEvent(m_GameListCtrl, event); + wxPostEvent(m_game_list_ctrl, event); } void CFrame::GameListChanged(wxCommandEvent& event) @@ -1693,7 +1694,7 @@ void CFrame::OnToggleToolbar(wxCommandEvent& event) void CFrame::DoToggleToolbar(bool _show) { GetToolBar()->Show(_show); - m_Mgr->Update(); + m_mgr->Update(); } // Enable and disable the status bar |
