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https://github.com/RetroDECK/RetroDECK.git
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c863084227
* On branch feat/godot Changes to be committed: modified: tools/configurator/main.tscn modified: tools/configurator/res/pixel_ui_theme/RetroDECKTheme.tres modified: tools/configurator/scripts/SystemTab.gd * Log file refactor * Log full path? * Ooops! --------- Co-authored-by: Rekku <rekku@retrodeck.net>
104 lines
5.8 KiB
GDScript
104 lines
5.8 KiB
GDScript
extends Control
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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
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var reset_result: Dictionary
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@export var PRESS_DURATION: float = 3.0
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func _ready():
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app_data = data_handler.app_data
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_connect_signals()
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func _process(delta: float) -> void:
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if is_reset_pressed:
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press_time += delta
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%reset_progress.value = press_time / PRESS_DURATION * 100.0
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if press_time >= PRESS_DURATION:
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_do_complete()
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press_time = 0.0
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is_reset_pressed = false
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%reset_progress.value = 0.0
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func _connect_signals() -> void:
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%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))
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%ruffle_button.pressed.connect(_hide_show_buttons.bind(%ruffle_button,%system_gridcontainer, %action_gridcontainer))
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%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))
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%duckstation_button.pressed.connect(_hide_show_buttons.bind(%duckstation_button,%system_gridcontainer, %action_gridcontainer))
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%ppsspp_button.pressed.connect(_hide_show_buttons.bind(%ppsspp_button,%system_gridcontainer, %action_gridcontainer))
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%vita3k_button.pressed.connect(_hide_show_buttons.bind(%vita3k_button,%system_gridcontainer, %action_gridcontainer))
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%rpcs3_button.pressed.connect(_hide_show_buttons.bind(%rpcs3_button,%system_gridcontainer, %action_gridcontainer))
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%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))
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%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))
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%xemu_button.pressed.connect(_hide_show_buttons.bind(%xemu_button,%system_gridcontainer, %action_gridcontainer))
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%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))
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%launch_button.pressed.connect(_do_action.bind(%launch_button))
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%reset_button.button_down.connect(_do_action.bind(%reset_button))
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%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", \
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"ppsspp_button", "vita3k_button", "rpcs3_button", "ryujinx_button", "dolphin_button", "primehack_button", \
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"cemu_button", "xemu_button", "esde_button":
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%reset_button.text="RESET"
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hidden_gridcontainer.visible = true
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if button.toggle_mode == false:
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for i in range(buttons_gridcontainer.get_child_count()):
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var child = buttons_gridcontainer.get_child(i)
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if child is Button and child != button:
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child.visible=false
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elif button.toggle_mode == true and hidden_gridcontainer.visible == true:
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hidden_gridcontainer.visible = false
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for i in range(buttons_gridcontainer.get_child_count()):
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var child = buttons_gridcontainer.get_child(i)
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if child is Button:
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child.visible=true
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child.toggle_mode = false
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if hidden_gridcontainer.visible == true:
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button.toggle_mode = true
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func _on_Button_released(progress: ProgressBar) -> void:
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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:
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match [button.name, current_system.name]:
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["help_button", current_system.name]:
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class_functions.log_parameters[2] = class_functions.log_text + "Launching " + current_system.name + " Help"
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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
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class_functions.execute_command(class_functions.wrapper_command,class_functions.log_parameters, false)
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var launch = class_functions.execute_command(current_system.launch,[], false)
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class_functions.log_parameters[2] = class_functions.log_text + "Exit Code: " + str(launch["exit_code"])
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class_functions.execute_command(class_functions.wrapper_command,class_functions.log_parameters, false)
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["reset_button", current_system.name]:
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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:
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var parameters = ["prepare_component","reset",current_system.name]
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%reset_button.text = "RESETTING-NOW"
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class_functions.log_parameters[2] = class_functions.log_text + "Resetting " + current_system.name
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class_functions.execute_command(class_functions.wrapper_command,class_functions.log_parameters, false)
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await run_thread_command(class_functions.wrapper_command,parameters, false)
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class_functions.log_parameters[2] = class_functions.log_text + "Exit Code: " + str(reset_result["exit_code"])
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class_functions.execute_command(class_functions.wrapper_command,class_functions.log_parameters, false)
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%reset_button.text = "RESET COMPLETED"
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func run_thread_command(command: String, parameters: Array, console: bool) -> void:
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reset_result = await class_functions.run_command_in_thread(command, parameters, console)
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