mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2024-11-22 06:05:38 +00:00
Improved launching of Steam games by keeping ES-DE running in the background.
This commit is contained in:
parent
5248ece0c2
commit
083e0a12e9
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@ -954,9 +954,16 @@ void FileData::launchGame(Window* window)
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LOG(LogInfo) << command;
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LOG(LogInfo) << command;
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#if defined(_WIN64)
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#if defined(_WIN64)
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returnValue = launchEmulatorWindows(Utils::String::stringToWideString(command));
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if (mSystem->hasPlatformId(PlatformIds::VALVE_STEAM) ||
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Settings::getInstance()->getBool("RunInBackground"))
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returnValue = launchGameWindows(Utils::String::stringToWideString(command), true);
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else
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returnValue = launchGameWindows(Utils::String::stringToWideString(command), false);
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#else
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#else
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returnValue = launchEmulatorUnix(command);
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if (mSystem->hasPlatformId(PlatformIds::VALVE_STEAM))
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returnValue = launchGameUnix(command, true);
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else
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returnValue = launchGameUnix(command, false);
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#endif
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#endif
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// Notify the user in case of a failed game launch using a popup window.
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// Notify the user in case of a failed game launch using a popup window.
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@ -972,16 +979,21 @@ void FileData::launchGame(Window* window)
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// Stop showing the game launch notification.
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// Stop showing the game launch notification.
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window->stopInfoPopup();
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window->stopInfoPopup();
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#if defined(_WIN64)
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#if defined(_WIN64)
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// This code is only needed for Windows, where we may need to keep ES running while
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// If starting a Steam game or if the "RunInBackground" setting has been enabled,
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// the game/emulator is in use. It's basically used to pause any playing game video
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// then keep ES-DE running while the game is launched. This pauses any video and keeps
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// and to keep the screensaver from activating.
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// the screensaver from getting activated.
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if (Settings::getInstance()->getBool("RunInBackground"))
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if (mSystem->hasPlatformId(PlatformIds::VALVE_STEAM) ||
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Settings::getInstance()->getBool("RunInBackground"))
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window->setLaunchedGame();
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window->setLaunchedGame();
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else
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else
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// Normalize deltaTime so that the screensaver does not start immediately
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// Normalize deltaTime so that the screensaver does not start immediately
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// when returning from the game.
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// when returning from the game.
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window->normalizeNextUpdate();
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window->normalizeNextUpdate();
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#else
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#else
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// If starting a Steam game, then keep ES-DE running while the game is launched.
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// This pauses any video and keeps the screensaver from getting activated.
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if (mSystem->hasPlatformId(PlatformIds::VALVE_STEAM))
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window->setLaunchedGame();
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// Normalize deltaTime so that the screensaver does not start immediately
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// Normalize deltaTime so that the screensaver does not start immediately
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// when returning from the game.
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// when returning from the game.
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window->normalizeNextUpdate();
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window->normalizeNextUpdate();
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@ -762,18 +762,13 @@ bool ViewController::input(InputConfig* config, Input input)
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if (mLockInput)
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if (mLockInput)
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return true;
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return true;
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#if defined(_WIN64)
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// For Steam games or if enabling the "RunInBackground" setting on Windows, ES-DE will
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// This code is only needed for Windows, where we may need to keep ES running while
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// run in the background while a game is launched. If we're in this state and then
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// the game/emulator is in use. It's basically used to pause any playing game video
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// register some input, it means that the user is back in ES-DE. Therefore unset the game
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// and to keep the screensaver from activating.
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// launch flag and update all the GUI components. This will re-enable the video player
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if (Settings::getInstance()->getBool("RunInBackground")) {
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// and let the screensaver start on schedule again.
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// If we have previously launched a game and there is now input registered, it means
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if (mWindow->getGameLaunchedState())
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// the user is back in ES, so unset the flag to indicate that a game has been launched
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mWindow->unsetLaunchedGame();
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// and update all the GUI components to reflect this.
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if (mWindow->getGameLaunchedState())
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mWindow->unsetLaunchedGame();
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}
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#endif
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// Open the main menu.
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// Open the main menu.
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if (!(UIModeController::getInstance()->isUIModeKid() &&
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if (!(UIModeController::getInstance()->isUIModeKid() &&
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@ -930,16 +925,12 @@ void ViewController::reloadGameListView(IGameListView* view, bool reloadTheme)
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}
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}
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}
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}
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#if defined(_WIN64)
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// For Steam games or if enabling the "RunInBackground" setting on Windows, ES-DE will
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// This code is only needed for Windows, where we may need to keep ES running while
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// run in the background while a game is launched. If this flag has been set, then update
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// the game/emulator is in use. It's basically used to pause any playing game video
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// all the GUI components. This will disable the video player and prevent the screensaver
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// and to keep the screensaver from activating.
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// from starting on schedule.
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if (Settings::getInstance()->getBool("RunInBackground")) {
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if (mWindow->getGameLaunchedState())
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// If a game has been launched, then update all the GUI components to reflect this.
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mWindow->setLaunchedGame();
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if (mWindow->getGameLaunchedState())
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mWindow->setLaunchedGame();
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}
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#endif
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// Redisplay the current view.
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// Redisplay the current view.
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if (mCurrentView)
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if (mCurrentView)
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@ -71,10 +71,19 @@ int runSystemCommand(const std::wstring& cmd_utf16)
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#endif
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#endif
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}
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}
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int launchEmulatorUnix(const std::string& cmd_utf8)
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int launchGameUnix(const std::string& cmd_utf8, bool runInBackground)
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{
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{
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#if defined(__unix__) || defined (__APPLE__)
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#if defined(__unix__) || defined (__APPLE__)
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std::string command = std::string(cmd_utf8) + " 2>&1";
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std::string command = std::string(cmd_utf8) + " 2>&1 &";
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// Launching games while keeping ES-DE running in the background is very crude as for
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// instance no output from the command is captured and no real error handling is
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// implemented. It should therefore only be used when absolutely necessary.
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if (runInBackground) {
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LOG(LogDebug) << "Platform::launchGameUnix(): Launching game while keeping ES-DE "
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"running in the background, no command output will be written to the log file";
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return system(command.c_str());
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}
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FILE* commandPipe;
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FILE* commandPipe;
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std::array<char, 128> buffer;
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std::array<char, 128> buffer;
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@ -101,15 +110,15 @@ int launchEmulatorUnix(const std::string& cmd_utf8)
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}
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}
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if (returnValue) {
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if (returnValue) {
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LOG(LogError) << "launchEmulatorUnix - return value " <<
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LOG(LogError) << "launchGameUnix - return value " <<
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std::to_string(returnValue) + ":";
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std::to_string(returnValue) + ":";
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if (commandOutput.size())
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if (commandOutput.size())
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LOG(LogError) << commandOutput;
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LOG(LogError) << commandOutput;
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else
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else
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LOG(LogError) << "No error output provided by emulator.";
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LOG(LogError) << "No error output provided by game or emulator";
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}
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}
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else if (commandOutput.size()) {
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else if (commandOutput.size()) {
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LOG(LogDebug) << "Platform::launchEmulatorUnix():";
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LOG(LogDebug) << "Platform::launchGameUnix():";
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LOG(LogDebug) << "Output from launched game:\n" << commandOutput;
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LOG(LogDebug) << "Output from launched game:\n" << commandOutput;
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}
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}
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@ -120,7 +129,7 @@ int launchEmulatorUnix(const std::string& cmd_utf8)
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#endif
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#endif
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}
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}
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int launchEmulatorWindows(const std::wstring& cmd_utf16)
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int launchGameWindows(const std::wstring& cmd_utf16, bool runInBackground)
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{
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{
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#if defined(_WIN64)
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#if defined(_WIN64)
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STARTUPINFOW si {};
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STARTUPINFOW si {};
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@ -142,12 +151,14 @@ int launchEmulatorWindows(const std::wstring& cmd_utf16)
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&si, // Pointer to the STARTUPINFOW structure.
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&si, // Pointer to the STARTUPINFOW structure.
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&pi); // Pointer to the PROCESS_INFORMATION structure.
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&pi); // Pointer to the PROCESS_INFORMATION structure.
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// Unfortunately suspending ES and resuming when the emulator process has exited
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// Unfortunately suspending ES-DE and resuming when the game/emulator process has exited
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// doesn't work reliably on Windows, so we may need to keep ES running in the
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// doesn't work reliably on Windows, so we may need to keep ES-DE running in the background
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// background while the game is launched. I'm not sure if there is a workaround
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// while the game is launched. I'm not sure if there is a workaround for this, but on most
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// for this, but on some Windows installations it seems to work fine so we'll let
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// Windows installations it seems to work fine so we'll let the user choose via a menu option.
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// the user choose via a menu option.
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// Possibly the issue is specific to Windows 8.
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if (!Settings::getInstance()->getBool("RunInBackground")) {
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// Running in the background is also required for Steam games as ES-DE would otherwise
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// wait forever for Steam to exit unless it was already running when the game was launched.
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if (!runInBackground) {
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// Wait for the child process to exit.
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// Wait for the child process to exit.
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WaitForSingleObject(pi.hThread, INFINITE);
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WaitForSingleObject(pi.hThread, INFINITE);
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WaitForSingleObject(pi.hProcess, INFINITE);
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WaitForSingleObject(pi.hProcess, INFINITE);
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@ -174,7 +185,7 @@ int launchEmulatorWindows(const std::wstring& cmd_utf16)
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}
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}
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}
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}
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LOG(LogError) << "launchEmulatorWindows - system error code " <<
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LOG(LogError) << "launchGameWindows - system error code " <<
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errorCode << ": " << errorMessage;
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errorCode << ": " << errorMessage;
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}
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}
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@ -26,8 +26,8 @@ int runSystemCommand(const std::string& cmd_utf8);
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// Windows specific UTF-16/wstring function. (FOR FUTURE USE)
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// Windows specific UTF-16/wstring function. (FOR FUTURE USE)
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int runSystemCommand(const std::wstring& cmd_utf16);
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int runSystemCommand(const std::wstring& cmd_utf16);
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int launchEmulatorUnix(const std::string& cmd_utf8);
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int launchGameUnix(const std::string& cmd_utf8, bool runInBackground);
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int launchEmulatorWindows(const std::wstring& cmd_utf16);
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int launchGameWindows(const std::wstring& cmd_utf16, bool runInBackground);
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unsigned int getTaskbarState();
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unsigned int getTaskbarState();
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void hideTaskbar();
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void hideTaskbar();
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@ -648,7 +648,7 @@ void Window::setLaunchedGame()
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void Window::unsetLaunchedGame()
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void Window::unsetLaunchedGame()
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{
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{
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// Tell the GUI components that the user is back in ES again.
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// Tell the GUI components that the user is back in ES-DE again.
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for (auto it = mGuiStack.cbegin(); it != mGuiStack.cend(); it++)
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for (auto it = mGuiStack.cbegin(); it != mGuiStack.cend(); it++)
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(*it)->onGameLaunchedDeactivate();
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(*it)->onGameLaunchedDeactivate();
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