mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2024-11-25 15:45:38 +00:00
Fixed an annoying scrolling issue that also affected the application performance.
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parent
02c9b4fb28
commit
db0e15f5e8
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@ -459,6 +459,10 @@ bool ViewController::input(InputConfig* config, Input input)
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// to play when we've closed the menu.
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if (mSystemListView->isAnimationPlaying(0))
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mSystemListView->finishAnimation(0);
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// Stop the gamelist scrolling as well as it would otherwise
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// also continue to run after closing the menu.
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if (mCurrentView->isListScrolling())
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mCurrentView->stopListScrolling();
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mWindow->pushGui(new GuiMenu(mWindow));
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return true;
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@ -4,7 +4,6 @@
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// Interface that defines a GameListView of the type 'basic'.
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//
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#pragma once
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#ifndef ES_APP_VIEWS_GAME_LIST_BASIC_GAME_LIST_VIEW_H
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#define ES_APP_VIEWS_GAME_LIST_BASIC_GAME_LIST_VIEW_H
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@ -31,6 +30,9 @@ public:
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virtual std::vector<HelpPrompt> getHelpPrompts() override;
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virtual void launch(FileData* game) override;
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virtual bool isListScrolling() override { return mList.isScrolling(); };
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virtual void stopListScrolling() override { mList.stopScrolling(); };
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protected:
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virtual std::string getQuickSystemSelectRightButton() override;
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virtual std::string getQuickSystemSelectLeftButton() override;
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@ -17,6 +17,8 @@ bool IGameListView::input(InputConfig* config, Input input)
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// Select button opens GuiGamelistOptions.
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if (!UIModeController::getInstance()->isUIModeKid() &&
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config->isMappedTo("select", input) && input.value) {
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if (isListScrolling())
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stopListScrolling();
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mWindow->pushGui(new GuiGamelistOptions(mWindow, this->mRoot->getSystem()));
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return true;
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}
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@ -101,6 +101,8 @@ bool ISimpleGameListView::input(InputConfig* config, Input input)
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if (config->isMappedTo("a", input)) {
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FileData* cursor = getCursor();
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if (cursor->getType() == GAME) {
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if (isListScrolling())
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stopListScrolling();
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launch(cursor);
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}
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else {
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@ -126,6 +128,8 @@ bool ISimpleGameListView::input(InputConfig* config, Input input)
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else {
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NavigationSounds::getInstance()->playThemeNavigationSound(BACKSOUND);
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onFocusLost();
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if (isListScrolling())
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stopListScrolling();
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SystemData* systemToView = getCursor()->getSystem();
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if (systemToView->isCollection())
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systemToView = CollectionSystemManager::get()->getSystemToView(systemToView);
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@ -138,6 +142,8 @@ bool ISimpleGameListView::input(InputConfig* config, Input input)
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else if (config->isMappedLike(getQuickSystemSelectRightButton(), input)) {
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if (Settings::getInstance()->getBool("QuickSystemSelect")) {
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onFocusLost();
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if (isListScrolling())
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stopListScrolling();
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ViewController::get()->goToNextGameList();
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return true;
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}
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@ -145,12 +151,16 @@ bool ISimpleGameListView::input(InputConfig* config, Input input)
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else if (config->isMappedLike(getQuickSystemSelectLeftButton(), input)) {
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if (Settings::getInstance()->getBool("QuickSystemSelect")) {
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onFocusLost();
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if (isListScrolling())
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stopListScrolling();
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ViewController::get()->goToPrevGameList();
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return true;
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}
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}
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else if (config->isMappedTo("x", input)) {
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if (mRoot->getSystem()->isGameSystem() && getCursor()->getType() != PLACEHOLDER) {
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if (isListScrolling())
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stopListScrolling();
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// Go to random system game.
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NavigationSounds::getInstance()->playThemeNavigationSound(SCROLLSOUND);
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FileData* randomGame = getCursor()->getSystem()->getRandomGame(getCursor());
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@ -4,7 +4,6 @@
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// Basic GUI component handling such as placement, rotation, Z-order, rendering and animation.
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//
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#pragma once
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#ifndef ES_CORE_GUI_COMPONENT_H
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#define ES_CORE_GUI_COMPONENT_H
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@ -13,6 +12,7 @@
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#include "HelpPrompt.h"
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#include "HelpStyle.h"
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#include "InputConfig.h"
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#include <functional>
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#include <memory>
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@ -137,6 +137,8 @@ public:
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void stopAllAnimations();
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void cancelAllAnimations();
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virtual bool isListScrolling() { return false; };
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virtual void stopListScrolling() {};
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virtual unsigned char getOpacity() const;
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virtual void setOpacity(unsigned char opacity);
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virtual unsigned int getColor() const;
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@ -4,7 +4,6 @@
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// Gamelist base class.
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//
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#pragma once
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#ifndef ES_CORE_COMPONENTS_ILIST_H
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#define ES_CORE_COMPONENTS_ILIST_H
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@ -117,7 +116,8 @@ public:
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void stopScrolling()
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{
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listInput(0);
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onCursorChanged(CURSOR_STOPPED);
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if (mScrollVelocity == 0)
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onCursorChanged(CURSOR_STOPPED);
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}
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void clear()
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@ -225,11 +225,6 @@ protected:
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{
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PowerSaver::setState(velocity == 0);
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// Generate an onCursorChanged event in the stopped state when the user
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// lets go of the key.
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if (velocity == 0 && mScrollVelocity != 0)
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onCursorChanged(CURSOR_STOPPED);
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mScrollVelocity = velocity;
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mScrollTier = 0;
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mScrollTierAccumulator = 0;
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@ -4,7 +4,6 @@
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// Used for displaying and navigating the gamelists.
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//
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#pragma once
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#ifndef ES_APP_COMPONENTS_TEXT_LIST_COMPONENT_H
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#define ES_APP_COMPONENTS_TEXT_LIST_COMPONENT_H
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@ -315,10 +314,6 @@ bool TextListComponent<T>::input(InputConfig* config, Input input)
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stopScrolling();
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}
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}
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// Explicitly stop the scrolling, otherwise it will go forever in case
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// the menu was openened or another gamelist was selected using the
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// quick system selector etc.
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stopScrolling();
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return GuiComponent::input(config, input);
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}
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