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https://github.com/RetroDECK/ES-DE.git
synced 2024-11-25 23:55:38 +00:00
Removed the last remnants of the PowerSaver.
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parent
667ea1a98d
commit
5b63ecb828
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@ -23,10 +23,6 @@ public:
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Screensaver();
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Screensaver();
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virtual ~Screensaver();
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virtual ~Screensaver();
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virtual bool allowSleep()
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{
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return ((mVideoScreensaver == nullptr) && (mImageScreensaver == nullptr));
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}
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virtual bool isScreensaverActive() { return (mState != STATE_INACTIVE); }
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virtual bool isScreensaverActive() { return (mState != STATE_INACTIVE); }
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virtual bool isFallbackScreensaver() { return mFallbackScreensaver; }
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virtual bool isFallbackScreensaver() { return mFallbackScreensaver; }
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@ -461,14 +461,6 @@ void applicationLoop()
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} while (SDL_PollEvent(&event));
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} while (SDL_PollEvent(&event));
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}
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}
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if (window->isSleeping()) {
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lastTime = SDL_GetTicks();
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// This doesn't need to be accurate, we're just giving up
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// our CPU time until something wakes us up.
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SDL_Delay(1);
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return;
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}
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int curTime = SDL_GetTicks();
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int curTime = SDL_GetTicks();
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int deltaTime = curTime - lastTime;
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int deltaTime = curTime - lastTime;
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lastTime = curTime;
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lastTime = curTime;
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@ -34,8 +34,6 @@ Window::Window() noexcept
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, mAverageDeltaTime {10}
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, mAverageDeltaTime {10}
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, mTimeSinceLastInput {0}
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, mTimeSinceLastInput {0}
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, mNormalizeNextUpdate {false}
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, mNormalizeNextUpdate {false}
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, mAllowSleep {true}
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, mSleeping {false}
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, mRenderScreensaver {false}
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, mRenderScreensaver {false}
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, mRenderMediaViewer {false}
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, mRenderMediaViewer {false}
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, mRenderLaunchScreen {false}
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, mRenderLaunchScreen {false}
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@ -204,29 +202,19 @@ void Window::input(InputConfig* config, Input input)
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// Launch game.
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// Launch game.
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stopScreensaver();
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stopScreensaver();
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mScreensaver->launchGame();
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mScreensaver->launchGame();
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// To force handling the wake up process.
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return;
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mSleeping = true;
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}
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}
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else if (config->isMappedTo("y", input) && input.value != 0) {
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else if (config->isMappedTo("y", input) && input.value != 0) {
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// Jump to the game in its gamelist, but do not launch it.
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// Jump to the game in its gamelist, but do not launch it.
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stopScreensaver();
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stopScreensaver();
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NavigationSounds::getInstance().playThemeNavigationSound(SCROLLSOUND);
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NavigationSounds::getInstance().playThemeNavigationSound(SCROLLSOUND);
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mScreensaver->goToGame();
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mScreensaver->goToGame();
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// To force handling the wake up process.
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return;
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mSleeping = true;
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}
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}
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}
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}
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}
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}
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}
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}
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if (mSleeping) {
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// Wake up.
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stopScreensaver();
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mSleeping = false;
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onWake();
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return;
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}
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// Any keypress cancels the screensaver.
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// Any keypress cancels the screensaver.
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if (input.value != 0 && isScreensaverActive()) {
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if (input.value != 0 && isScreensaverActive()) {
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stopScreensaver();
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stopScreensaver();
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@ -588,16 +576,6 @@ void Window::render()
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// or not because it may perform a fade on transition.
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// or not because it may perform a fade on transition.
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renderScreensaver();
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renderScreensaver();
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if (mTimeSinceLastInput >= screensaverTimer && screensaverTimer != 0) {
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if (!isProcessing() && mAllowSleep && (!mScreensaver)) {
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// Go to sleep.
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if (mSleeping == false) {
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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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if (mRenderMediaViewer)
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if (mRenderMediaViewer)
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mMediaViewer->render(trans);
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mMediaViewer->render(trans);
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@ -36,7 +36,6 @@ public:
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class Screensaver
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class Screensaver
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{
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{
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public:
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public:
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virtual bool allowSleep() = 0;
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virtual bool isScreensaverActive() = 0;
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virtual bool isScreensaverActive() = 0;
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virtual bool isFallbackScreensaver() = 0;
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virtual bool isFallbackScreensaver() = 0;
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@ -94,10 +93,6 @@ public:
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void normalizeNextUpdate() { mNormalizeNextUpdate = true; }
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void normalizeNextUpdate() { mNormalizeNextUpdate = true; }
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bool getAllowSleep() { return mAllowSleep; }
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void setAllowSleep(bool sleep) { mAllowSleep = sleep; }
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bool isSleeping() const { return mSleeping; }
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void renderLoadingScreen(std::string text);
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void renderLoadingScreen(std::string text);
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// The list scroll overlay is triggered from IList when the highest scrolling tier is reached.
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// The list scroll overlay is triggered from IList when the highest scrolling tier is reached.
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void renderListScrollOverlay(const float opacity, const std::string& text);
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void renderListScrollOverlay(const float opacity, const std::string& text);
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@ -153,9 +148,6 @@ private:
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Window() noexcept;
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Window() noexcept;
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~Window();
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~Window();
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void onSleep() { Scripting::fireEvent("sleep"); }
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void onWake() { Scripting::fireEvent("wake"); }
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// Returns true if at least one component on the stack is processing.
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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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bool isProcessing();
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@ -185,8 +177,6 @@ private:
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unsigned int mTimeSinceLastInput;
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unsigned int mTimeSinceLastInput;
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bool mNormalizeNextUpdate;
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bool mNormalizeNextUpdate;
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bool mAllowSleep;
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bool mSleeping;
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bool mRenderScreensaver;
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bool mRenderScreensaver;
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bool mRenderMediaViewer;
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bool mRenderMediaViewer;
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