mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2024-11-26 08:05:38 +00:00
Disabled launch animations temporarily as they don't work as expected and a proper fix is planned for later.
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parent
8b3d2c7ef0
commit
34da214a8d
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@ -26,6 +26,10 @@
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#include <assert.h>
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#include <assert.h>
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#ifdef _WIN64
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#include <SDL2/SDL_timer.h>
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#endif
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FileData::FileData(
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FileData::FileData(
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FileType type,
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FileType type,
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const std::string& path,
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const std::string& path,
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@ -550,6 +554,9 @@ void FileData::launchGame(Window* window)
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#ifdef _WIN64
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#ifdef _WIN64
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else {
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else {
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window->setLaunchedGame();
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window->setLaunchedGame();
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// Temporary hack to stop the user from sending any input to ES while
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// the game is launching.
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SDL_Delay(3000);
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}
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}
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#endif
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#endif
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@ -56,8 +56,6 @@ public:
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void apply(float t) override
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void apply(float t) override
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{
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{
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// TEMPORARY, disabled as it causes flicker when launching games.
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return;
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cameraOut = Transform4x4f::Identity();
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cameraOut = Transform4x4f::Identity();
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float zoom = Math::lerp(1.0, 4.25f, t*t);
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float zoom = Math::lerp(1.0, 4.25f, t*t);
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@ -1,7 +1,8 @@
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//
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//
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// MoveCameraAnimation.h
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// MoveCameraAnimation.h
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//
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//
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// Animation to play when moving the camera, used by the slide transition style.
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// Animation to play when moving the camera, used by the slide transition style
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// (when moving between gamelists using quick system select).
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//
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//
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#pragma once
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#pragma once
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@ -264,46 +264,53 @@ void ViewController::launch(FileData* game, Vector3f center)
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// Let launch sound play to the end before launching game.
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// Let launch sound play to the end before launching game.
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while (NavigationSounds::getInstance()->isPlayingThemeNavigationSound(LAUNCHSOUND));
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while (NavigationSounds::getInstance()->isPlayingThemeNavigationSound(LAUNCHSOUND));
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if (transition_style == "fade") {
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// Fade out, launch game, fade back in.
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auto fadeFunc = [this](float t) {
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mFadeOpacity = Math::lerp(0.0f, 1.0f, t);
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};
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setAnimation(new LambdaAnimation(fadeFunc, 800), 0, [this, game, fadeFunc] {
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game->launchGame(mWindow);
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game->launchGame(mWindow);
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setAnimation(new LambdaAnimation(fadeFunc, 800), 0, [this] {
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mLockInput = false;
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mLockInput = false; }, true);
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this->onFileChanged(game, FILE_METADATA_CHANGED);
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this->onFileChanged(game, FILE_METADATA_CHANGED);
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if (mCurrentView)
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mCurrentView->onShow();
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// TEMPORARY - disabled the launch animations as they don't work properly and more
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});
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// work is needed to fix them.
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}
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//
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else if (transition_style == "slide") {
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// if (transition_style == "fade") {
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// Move camera to zoom in on center + fade out, launch game, come back in.
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// // Fade out, launch game, fade back in.
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setAnimation(new LaunchAnimation(mCamera, mFadeOpacity, center, 1500), 0,
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// auto fadeFunc = [this](float t) {
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[this, origCamera, center, game] {
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// mFadeOpacity = Math::lerp(0.0f, 1.0f, t);
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game->launchGame(mWindow);
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// };
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mCamera = origCamera;
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// setAnimation(new LambdaAnimation(fadeFunc, 800), 0, [this, game, fadeFunc] {
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setAnimation(new LaunchAnimation(mCamera, mFadeOpacity, center, 600), 0, [this] {
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// game->launchGame(mWindow);
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mLockInput = false; }, true);
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// setAnimation(new LambdaAnimation(fadeFunc, 800), 0, [this] {
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this->onFileChanged(game, FILE_METADATA_CHANGED);
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// mLockInput = false; }, true);
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if (mCurrentView)
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// this->onFileChanged(game, FILE_METADATA_CHANGED);
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mCurrentView->onShow();
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// if (mCurrentView)
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});
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// mCurrentView->onShow();
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}
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// });
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// Instant
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// }
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else {
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// else if (transition_style == "slide") {
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setAnimation(new LaunchAnimation(mCamera, mFadeOpacity, center, 10), 0,
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// // Move camera to zoom in on center + fade out, launch game, come back in.
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[this, origCamera, center, game] {
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// setAnimation(new LaunchAnimation(mCamera, mFadeOpacity, center, 1500), 0,
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game->launchGame(mWindow);
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// [this, origCamera, center, game] {
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mCamera = origCamera;
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// game->launchGame(mWindow);
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setAnimation(new LaunchAnimation(mCamera, mFadeOpacity, center, 10), 0,
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// mCamera = origCamera;
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[this] { mLockInput = false; }, true);
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// setAnimation(new LaunchAnimation(mCamera, mFadeOpacity, center, 600), 0, [this] {
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this->onFileChanged(game, FILE_METADATA_CHANGED);
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// mLockInput = false; }, true);
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if (mCurrentView)
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// this->onFileChanged(game, FILE_METADATA_CHANGED);
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mCurrentView->onShow();
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// if (mCurrentView)
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});
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// mCurrentView->onShow();
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}
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// });
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// }
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// // Instant
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// else {
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// setAnimation(new LaunchAnimation(mCamera, mFadeOpacity, center, 10), 0,
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// [this, origCamera, center, game] {
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// game->launchGame(mWindow);
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// mCamera = origCamera;
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// setAnimation(new LaunchAnimation(mCamera, mFadeOpacity, center, 10), 0,
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// [this] { mLockInput = false; }, true);
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// this->onFileChanged(game, FILE_METADATA_CHANGED);
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// if (mCurrentView)
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// mCurrentView->onShow();
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// });
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// }
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}
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}
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void ViewController::removeGameListView(SystemData* system)
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void ViewController::removeGameListView(SystemData* system)
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