extends Control var app_data := AppData.new() var current_system := Emulator.new() var press_time: float = 0.0 var is_launch_pressed: bool = false var is_reset_pressed: bool = false var reset_result: Dictionary @export var PRESS_DURATION: float = 3.0 func _ready(): app_data = data_handler.app_data _connect_signals() func _process(delta: float) -> void: if is_launch_pressed: press_time += delta %launch_progress.value = press_time / PRESS_DURATION * 100.0 if is_reset_pressed: press_time += delta %reset_progress.value = press_time / PRESS_DURATION * 100.0 if press_time >= PRESS_DURATION: _do_complete() press_time = 0.0 is_launch_pressed = false is_reset_pressed = false %launch_progress.value = 0.0 %reset_progress.value = 0.0 func _connect_signals() -> void: %retroarch_button.pressed.connect(_hide_show_buttons.bind(%retroarch_button,%system_gridcontainer, %action_gridcontainer)) %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)) %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)) %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)) %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)) %help_button.pressed.connect(_do_action.bind(%help_button)) #%launch_button.pressed.connect(_do_action.bind(%launch_button)) %launch_button.pressed.connect(_do_action.bind(%launch_button)) %reset_button.button_down.connect(_do_action.bind(%reset_button)) %reset_button.button_up.connect(_on_Button_released.bind(%reset_progress)) func _hide_show_buttons(button: Button, buttons_gridcontainer: GridContainer, hidden_gridcontainer: GridContainer) -> void: current_system = app_data.emulators[button.text.to_lower()] match button.name: "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": %reset_button.text="RESET" 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 func _on_Button_released(progress: ProgressBar) -> void: is_reset_pressed = false %reset_progress.visible = false press_time = 0.0 progress.value = 0.0 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) class_functions.launch_help(current_system.url) ["launch_button", current_system.name]: 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) ["reset_button", current_system.name]: is_reset_pressed = true %reset_progress.visible = true func _do_complete() ->void: 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)