RetroDECK/tools/configurator/scripts/SystemTab.gd

104 lines
5.8 KiB
GDScript3
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extends Control
var app_data := AppData.new()
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var current_system := Emulator.new()
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var press_time: float = 0.0
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var is_reset_pressed: bool = false
var reset_result: Dictionary
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@export var PRESS_DURATION: float = 3.0
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func _ready():
app_data = data_handler.app_data
_connect_signals()
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func _process(delta: float) -> void:
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if is_reset_pressed:
press_time += delta
%reset_progress.value = press_time / PRESS_DURATION * 100.0
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if press_time >= PRESS_DURATION:
_do_complete()
press_time = 0.0
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is_reset_pressed = false
%reset_progress.value = 0.0
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func _connect_signals() -> void:
%retroarch_button.pressed.connect(_hide_show_buttons.bind(%retroarch_button,%system_gridcontainer, %action_gridcontainer))
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%mame_button.pressed.connect(_hide_show_buttons.bind(%mame_button,%system_gridcontainer, %action_gridcontainer))
%ruffle_button.pressed.connect(_hide_show_buttons.bind(%ruffle_button,%system_gridcontainer, %action_gridcontainer))
%melonds_button.pressed.connect(_hide_show_buttons.bind(%melonds_button,%system_gridcontainer, %action_gridcontainer))
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%pcsx2_button.pressed.connect(_hide_show_buttons.bind(%pcsx2_button,%system_gridcontainer, %action_gridcontainer))
%duckstation_button.pressed.connect(_hide_show_buttons.bind(%duckstation_button,%system_gridcontainer, %action_gridcontainer))
%ppsspp_button.pressed.connect(_hide_show_buttons.bind(%ppsspp_button,%system_gridcontainer, %action_gridcontainer))
%vita3k_button.pressed.connect(_hide_show_buttons.bind(%vita3k_button,%system_gridcontainer, %action_gridcontainer))
%rpcs3_button.pressed.connect(_hide_show_buttons.bind(%rpcs3_button,%system_gridcontainer, %action_gridcontainer))
%ryujinx_button.pressed.connect(_hide_show_buttons.bind(%ryujinx_button,%system_gridcontainer, %action_gridcontainer))
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%dolphin_button.pressed.connect(_hide_show_buttons.bind(%dolphin_button,%system_gridcontainer, %action_gridcontainer))
%primehack_button.pressed.connect(_hide_show_buttons.bind(%primehack_button,%system_gridcontainer, %action_gridcontainer))
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%cemu_button.pressed.connect(_hide_show_buttons.bind(%cemu_button,%system_gridcontainer, %action_gridcontainer))
%xemu_button.pressed.connect(_hide_show_buttons.bind(%xemu_button,%system_gridcontainer, %action_gridcontainer))
%esde_button.pressed.connect(_hide_show_buttons.bind(%esde_button,%system_gridcontainer, %action_gridcontainer))
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%help_button.pressed.connect(_do_action.bind(%help_button))
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#%launch_button.pressed.connect(_do_action.bind(%launch_button))
%launch_button.pressed.connect(_do_action.bind(%launch_button))
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%reset_button.button_down.connect(_do_action.bind(%reset_button))
%reset_button.button_up.connect(_on_Button_released.bind(%reset_progress))
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func _hide_show_buttons(button: Button, buttons_gridcontainer: GridContainer, hidden_gridcontainer: GridContainer) -> void:
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current_system = app_data.emulators[button.text.to_lower()]
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match button.name:
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"retroarch_button", "mame_button", "ruffle_button", "melonds_button", "pcsx2_button", "duckstation_button", \
"ppsspp_button", "vita3k_button", "rpcs3_button", "ryujinx_button", "dolphin_button", "primehack_button", \
"cemu_button", "xemu_button", "esde_button":
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%reset_button.text="RESET"
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hidden_gridcontainer.visible = true
if button.toggle_mode == false:
for i in range(buttons_gridcontainer.get_child_count()):
var child = buttons_gridcontainer.get_child(i)
if child is Button and child != button:
child.visible=false
elif button.toggle_mode == true and hidden_gridcontainer.visible == true:
hidden_gridcontainer.visible = false
for i in range(buttons_gridcontainer.get_child_count()):
var child = buttons_gridcontainer.get_child(i)
if child is Button:
child.visible=true
child.toggle_mode = false
if hidden_gridcontainer.visible == true:
button.toggle_mode = true
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func _on_Button_released(progress: ProgressBar) -> void:
is_reset_pressed = false
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%reset_progress.visible = false
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press_time = 0.0
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progress.value = 0.0
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func _do_action(button: Button) -> void:
match [button.name, current_system.name]:
["help_button", current_system.name]:
class_functions.log_parameters[2] = class_functions.log_text + "Launching " + current_system.name + " Help"
class_functions.execute_command(class_functions.wrapper_command,class_functions.log_parameters, false)
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class_functions.launch_help(current_system.url)
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["launch_button", current_system.name]:
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class_functions.log_parameters[2] = class_functions.log_text + "Launching " + current_system.name
class_functions.execute_command(class_functions.wrapper_command,class_functions.log_parameters, false)
var launch = class_functions.execute_command(current_system.launch,[], false)
class_functions.log_parameters[2] = class_functions.log_text + "Exit Code: " + str(launch["exit_code"])
class_functions.execute_command(class_functions.wrapper_command,class_functions.log_parameters, false)
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["reset_button", current_system.name]:
is_reset_pressed = true
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%reset_progress.visible = true
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func _do_complete() ->void:
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if is_reset_pressed:
var parameters = ["prepare_component","reset",current_system.name]
%reset_button.text = "RESETTING-NOW"
class_functions.log_parameters[2] = class_functions.log_text + "Resetting " + current_system.name
class_functions.execute_command(class_functions.wrapper_command,class_functions.log_parameters, false)
await run_thread_command(class_functions.wrapper_command,parameters, false)
class_functions.log_parameters[2] = class_functions.log_text + "Exit Code: " + str(reset_result["exit_code"])
class_functions.execute_command(class_functions.wrapper_command,class_functions.log_parameters, false)
%reset_button.text = "RESET COMPLETED"
func run_thread_command(command: String, parameters: Array, console: bool) -> void:
reset_result = await class_functions.run_command_in_thread(command, parameters, console)