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Merge pull request #67 from verybadsoldier/no_sleep_when_processing
This should fix scraper getting stuck when screen dim kicks in...
This commit is contained in:
commit
25478d045e
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@ -21,6 +21,8 @@ GuiScraperMulti::GuiScraperMulti(Window* window, const std::queue<ScraperSearchP
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addChild(&mBackground);
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addChild(&mGrid);
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mIsProcessing = true;
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mTotalGames = mSearchQueue.size();
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mCurrentGame = 0;
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mTotalSuccessful = 0;
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@ -143,6 +145,8 @@ void GuiScraperMulti::finish()
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mWindow->pushGui(new GuiMsgBox(mWindow, ss.str(),
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"OK", [&] { delete this; }));
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mIsProcessing = false;
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}
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std::vector<HelpPrompt> GuiScraperMulti::getHelpPrompts()
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@ -6,7 +6,8 @@
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#include "ThemeData.h"
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GuiComponent::GuiComponent(Window* window) : mWindow(window), mParent(NULL), mOpacity(255),
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mPosition(Eigen::Vector3f::Zero()), mSize(Eigen::Vector2f::Zero()), mTransform(Eigen::Affine3f::Identity())
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mPosition(Eigen::Vector3f::Zero()), mSize(Eigen::Vector2f::Zero()), mTransform(Eigen::Affine3f::Identity()),
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mIsProcessing(false)
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{
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for(unsigned char i = 0; i < MAX_ANIMATIONS; i++)
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mAnimationMap[i] = NULL;
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@ -339,3 +340,8 @@ HelpStyle GuiComponent::getHelpStyle()
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{
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return HelpStyle();
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}
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bool GuiComponent::isProcessing() const
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{
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return mIsProcessing;
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}
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@ -90,6 +90,9 @@ public:
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virtual HelpStyle getHelpStyle();
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// Returns true if the component is busy doing background processing (e.g. HTTP downloads)
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bool isProcessing() const;
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protected:
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void renderChildren(const Eigen::Affine3f& transform) const;
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void updateSelf(int deltaTime); // updates animations
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@ -104,6 +107,8 @@ protected:
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Eigen::Vector3f mPosition;
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Eigen::Vector2f mSize;
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bool mIsProcessing;
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public:
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const static unsigned char MAX_ANIMATIONS = 4;
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@ -4,6 +4,7 @@
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#include "AudioManager.h"
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#include "Log.h"
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#include "Settings.h"
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#include <algorithm>
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#include <iomanip>
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#include "components/HelpComponent.h"
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#include "components/ImageComponent.h"
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@ -202,11 +203,16 @@ void Window::render()
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}
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unsigned int screensaverTime = (unsigned int)Settings::getInstance()->getInt("ScreenSaverTime");
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if(mTimeSinceLastInput >= screensaverTime && screensaverTime != 0 && mAllowSleep)
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if(mTimeSinceLastInput >= screensaverTime && screensaverTime != 0)
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{
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// go to sleep
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mSleeping = true;
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onSleep();
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renderScreenSaver();
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if (!isProcessing() && mAllowSleep)
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{
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// go to sleep
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mSleeping = true;
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onSleep();
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}
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}
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}
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@ -326,12 +332,21 @@ void Window::setHelpPrompts(const std::vector<HelpPrompt>& prompts, const HelpSt
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void Window::onSleep()
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{
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Renderer::setMatrix(Eigen::Affine3f::Identity());
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unsigned char opacity = Settings::getInstance()->getString("ScreenSaverBehavior") == "dim" ? 0xA0 : 0xFF;
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Renderer::drawRect(0, 0, Renderer::getScreenWidth(), Renderer::getScreenHeight(), 0x00000000 | opacity);
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}
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void Window::onWake()
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{
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}
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bool Window::isProcessing()
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{
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return count_if(mGuiStack.begin(), mGuiStack.end(), [](GuiComponent* c) { return c->isProcessing(); }) > 0;
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}
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void Window::renderScreenSaver()
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{
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Renderer::setMatrix(Eigen::Affine3f::Identity());
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unsigned char opacity = Settings::getInstance()->getString("ScreenSaverBehavior") == "dim" ? 0xA0 : 0xFF;
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Renderer::drawRect(0, 0, Renderer::getScreenWidth(), Renderer::getScreenHeight(), 0x00000000 | opacity);
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}
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@ -41,6 +41,10 @@ private:
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void onSleep();
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void onWake();
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// Returns true if at least one component on the stack is processing
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bool isProcessing();
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void renderScreenSaver();
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HelpComponent* mHelp;
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ImageComponent* mBackgroundOverlay;
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