Rename ReplayRenderer to ReplayController

* It's not a renderer, it's an interface to controlling the replay and
  any 'renderer' type work actually happens in ReplayOutput.
This commit is contained in:
baldurk
2017-04-07 14:11:20 +01:00
parent a7ab0d9300
commit 6930841705
35 changed files with 215 additions and 215 deletions
+4 -4
View File
@@ -966,7 +966,7 @@ void MainWindow::messageCheck()
{
if(m_Ctx.LogLoaded())
{
m_Ctx.Renderer().AsyncInvoke([this](IReplayRenderer *r) {
m_Ctx.Renderer().AsyncInvoke([this](IReplayController *r) {
rdctype::array<DebugMessage> msgs = r->GetDebugMessages();
bool disconnected = false;
@@ -1229,7 +1229,7 @@ void MainWindow::OnLogfileLoaded()
setLogHasErrors(!m_Ctx.DebugMessages().empty());
m_Ctx.Renderer().AsyncInvoke([this](IReplayRenderer *r) {
m_Ctx.Renderer().AsyncInvoke([this](IReplayController *r) {
bool hasResolver = r->HasCallstacks();
GUIInvoke::call([this, hasResolver]() {
@@ -1401,12 +1401,12 @@ void MainWindow::on_action_Statistics_Viewer_triggered()
void MainWindow::on_action_Resolve_Symbols_triggered()
{
m_Ctx.Renderer().AsyncInvoke([this](IReplayRenderer *r) { r->InitResolver(); });
m_Ctx.Renderer().AsyncInvoke([this](IReplayController *r) { r->InitResolver(); });
ShowProgressDialog(this, tr("Please Wait - Resolving Symbols"), [this]() {
bool running = true;
m_Ctx.Renderer().BlockInvoke(
[&running](IReplayRenderer *r) { running = r->HasCallstacks() && !r->InitResolver(); });
[&running](IReplayController *r) { running = r->HasCallstacks() && !r->InitResolver(); });
return !running;
});