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https://github.com/RetroDECK/ES-DE.git
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Changed the game launch state to be kept in Window instead of ViewController
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@ -915,6 +915,12 @@ void FileData::launchGame()
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const std::string fileName {baseName + Utils::FileSystem::getExtension(romPath)};
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const std::string esPath {Utils::FileSystem::getExePath()};
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#if defined(__ANDROID__)
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// On Android we always run in the background, although the logic is a bit different
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// as we don't need to wake up the application manually.
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bool runInBackground {true};
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#else
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bool runInBackground {false};
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// In addition to the global RunInBackground setting it's possible to define this flag
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@ -933,6 +939,7 @@ void FileData::launchGame()
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// The global setting always applies.
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if (Settings::getInstance()->getBool("RunInBackground"))
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runInBackground = true;
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#endif
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#if !defined(_WIN64)
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// Whether to parse .desktop files on Unix or open apps or alias files on macOS.
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@ -1893,8 +1900,7 @@ returnValue = Utils::Platform::launchGameUnix(command, startDirectory, runInBack
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getSourceFileData()->getSystem()->getFullName());
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}
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else {
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std::vector<std::string>& gameEndParams {
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ViewController::getInstance()->getGameEndEventParams()};
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std::vector<std::string>& gameEndParams {window->getGameEndEventParams()};
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gameEndParams.emplace_back("game-end");
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gameEndParams.emplace_back(romPath);
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gameEndParams.emplace_back(getSourceFileData()->metadata.get("name"));
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@ -1109,7 +1109,10 @@ bool ViewController::input(InputConfig* config, Input input)
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// If we're in this state and then register some input, it means that the user is back in ES-DE.
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// Therefore unset the game launch flag and update all the GUI components. This will re-enable
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// the video player and scrolling of game names and game descriptions as well as letting the
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// screensaver start on schedule.
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// screensaver start on schedule. On Android the onResume() method will call the native onResume
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// function which will perform the same steps as shown below (on Android we always keep running
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// when launching games).
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#if !defined(__ANDROID__)
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if (mWindow->getGameLaunchedState()) {
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mWindow->setAllowTextScrolling(true);
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mWindow->setAllowFileAnimation(true);
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@ -1119,13 +1122,14 @@ bool ViewController::input(InputConfig* config, Input input)
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if (config->isMappedTo("a", input) && input.value != 0)
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return true;
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// Trigger the game-end event.
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if (mGameEndEventParams.size() == 5) {
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Scripting::fireEvent(mGameEndEventParams[0], mGameEndEventParams[1],
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mGameEndEventParams[2], mGameEndEventParams[3],
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mGameEndEventParams[4]);
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mGameEndEventParams.clear();
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auto& eventParams = mWindow->getGameEndEventParams();
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if (eventParams.size() == 5) {
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Scripting::fireEvent(eventParams[0], eventParams[1], eventParams[2], eventParams[3],
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eventParams[4]);
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eventParams.clear();
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}
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}
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#endif
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// Open the main menu.
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if (!(UIModeController::getInstance()->isUIModeKid() &&
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@ -93,7 +93,6 @@ public:
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mWindow->setBlockInput(true);
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};
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const bool getGameLaunchTriggered() { return (mGameToLaunch != nullptr); }
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std::vector<std::string>& getGameEndEventParams() { return mGameEndEventParams; }
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bool input(InputConfig* config, Input input) override;
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void update(int deltaTime) override;
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@ -184,7 +183,6 @@ private:
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std::shared_ptr<SystemView> mSystemListView;
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ViewTransitionAnimation mLastTransitionAnim;
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std::vector<std::string> mGameEndEventParams;
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FileData* mGameToLaunch;
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State mState;
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@ -156,6 +156,7 @@ public:
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void invalidateCachedBackground();
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bool isInvalidatingCachedBackground() { return mInvalidateCacheTimer > 0; }
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std::vector<std::string>& getGameEndEventParams() { return mGameEndEventParams; }
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bool getGameLaunchedState() { return mGameLaunchedState; }
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void setAllowTextScrolling(bool value) { mAllowTextScrolling = value; }
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bool getAllowTextScrolling() { return mAllowTextScrolling; }
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@ -207,6 +208,7 @@ private:
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std::queue<std::pair<std::string, int>> mInfoPopupQueue;
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std::shared_ptr<TextureResource> mPostprocessedBackground;
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std::vector<std::string> mGameEndEventParams;
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std::string mListScrollText;
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std::shared_ptr<Font> mListScrollFont;
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float mListScrollOpacity;
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@ -223,9 +225,9 @@ private:
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bool mRenderMediaViewer;
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bool mRenderLaunchScreen;
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bool mRenderPDFViewer;
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bool mGameLaunchedState;
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bool mAllowTextScrolling;
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bool mAllowFileAnimation;
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std::atomic<bool> mGameLaunchedState;
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std::atomic<bool> mAllowTextScrolling;
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std::atomic<bool> mAllowFileAnimation;
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bool mCachedBackground;
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bool mInvalidatedCachedBackground;
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bool mInitiateCacheTimer;
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