Config: Properly use windowTitle everywhere instead of game.title

This commit is contained in:
Jonas Kulla 2017-12-12 17:57:02 +01:00
parent 2f81fbbf4b
commit 947974cac6
2 changed files with 6 additions and 6 deletions

View File

@ -296,14 +296,14 @@ void EventThread::process(RGSSThreadData &rtData)
if (fullscreen)
{
/* Prevent fullscreen flicker */
strncpy(pendingTitle, rtData.config.game.title.c_str(),
strncpy(pendingTitle, rtData.config.windowTitle.c_str(),
sizeof(pendingTitle));
havePendingTitle = true;
break;
}
SDL_SetWindowTitle(win, rtData.config.game.title.c_str());
SDL_SetWindowTitle(win, rtData.config.windowTitle.c_str());
}
break;
@ -410,7 +410,7 @@ void EventThread::process(RGSSThreadData &rtData)
case REQUEST_MESSAGEBOX :
SDL_ShowSimpleMessageBox(event.user.code,
rtData.config.game.title.c_str(),
rtData.config.windowTitle.c_str(),
(const char*) event.user.data1, win);
free(event.user.data1);
msgBoxDone.set();
@ -429,7 +429,7 @@ void EventThread::process(RGSSThreadData &rtData)
break;
snprintf(buffer, sizeof(buffer), "%s - %d FPS",
rtData.config.game.title.c_str(), event.user.code);
rtData.config.windowTitle.c_str(), event.user.code);
/* Updating the window title in fullscreen
* mode seems to cause flickering */

View File

@ -353,13 +353,13 @@ int main(int argc, char *argv[])
if (rtData.rqTermAck)
SDL_WaitThread(rgssThread, 0);
else
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, conf.game.title.c_str(),
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, conf.windowTitle.c_str(),
"The RGSS script seems to be stuck and mkxp will now force quit", win);
if (!rtData.rgssErrorMsg.empty())
{
Debug() << rtData.rgssErrorMsg;
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, conf.game.title.c_str(),
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, conf.windowTitle.c_str(),
rtData.rgssErrorMsg.c_str(), win);
}