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FullscreenUI: Split game list into its own file
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@@ -7,8 +7,12 @@ import re
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START_IDENT = "// TRANSLATION-STRING-AREA-BEGIN"
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END_IDENT = "// TRANSLATION-STRING-AREA-END"
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SRC_FILES = ["src/core/fullscreenui.cpp",
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"src/core/fullscreenui.h",
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"src/core/fullscreenui_game_list.cpp",
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"src/core/fullscreenui_private.h",
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"src/core/fullscreenui_settings.cpp",
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"src/core/fullscreenui_widgets.cpp", "src/core/fullscreenui_widgets.h"]
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"src/core/fullscreenui_widgets.cpp",
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"src/core/fullscreenui_widgets.h"]
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DST_FILE = "src/core/fullscreenui.cpp"
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full_source = ""
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@@ -40,6 +40,7 @@ add_library(core
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dma.h
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fullscreenui.cpp
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fullscreenui.h
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fullscreenui_game_list.cpp
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fullscreenui_private.h
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fullscreenui_settings.cpp
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fullscreenui_widgets.cpp
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@@ -30,6 +30,7 @@
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<ClCompile Include="cpu_types.cpp" />
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<ClCompile Include="ddgo_controller.cpp" />
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<ClCompile Include="digital_controller.cpp" />
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<ClCompile Include="fullscreenui_game_list.cpp" />
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<ClCompile Include="fullscreenui_settings.cpp" />
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<ClCompile Include="fullscreenui_widgets.cpp" />
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<ClCompile Include="fullscreenui.cpp" />
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@@ -70,6 +70,7 @@
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<ClCompile Include="ddgo_controller.cpp" />
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<ClCompile Include="fullscreenui_widgets.cpp" />
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<ClCompile Include="fullscreenui_settings.cpp" />
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<ClCompile Include="fullscreenui_game_list.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="types.h" />
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File diff suppressed because it is too large
Load Diff
1183
src/core/fullscreenui_game_list.cpp
Normal file
1183
src/core/fullscreenui_game_list.cpp
Normal file
File diff suppressed because it is too large
Load Diff
@@ -51,6 +51,7 @@ enum class SettingsPage : u8
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void SwitchToMainWindow(MainWindowType type);
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void ReturnToMainWindow();
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void ReturnToMainWindow(float transition_time);
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bool AreAnyDialogsOpen();
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void ExitFullscreenAndOpenURL(std::string_view url);
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void CopyTextToClipboard(std::string title, std::string_view text);
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@@ -58,9 +59,34 @@ void CopyTextToClipboard(std::string title, std::string_view text);
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FileSelectorFilters GetDiscImageFilters();
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FileSelectorFilters GetImageFilters();
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//////////////////////////////////////////////////////////////////////////
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// Save State List
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//////////////////////////////////////////////////////////////////////////
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bool OpenLoadStateSelectorForGameResume(const GameList::Entry* entry);
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void OpenSaveStateSelector(const std::string& serial, const std::string& path, bool is_loading);
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void DoResume();
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//////////////////////////////////////////////////////////////////////////
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// Game List
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//////////////////////////////////////////////////////////////////////////
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bool ShouldOpenToGameList();
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void ClearGameListState();
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void SwitchToGameList();
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void DrawGameListWindow();
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void DoStartPath(std::string path, std::string state = std::string(),
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std::optional<bool> fast_boot = std::nullopt);
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GPUTexture* GetCoverForCurrentGame(const std::string& game_path);
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void SetCoverCacheEntry(std::string path, std::string cover_path);
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void ClearCoverCache();
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//////////////////////////////////////////////////////////////////////////
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// Settings
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//////////////////////////////////////////////////////////////////////////
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void InitializeHotkeyList();
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void ClearSettingsState();
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void SwitchToSettings();
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@@ -75,6 +101,7 @@ bool IsInputBindingDialogOpen();
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// TODO: Move to widgets or something
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inline constexpr const char* DEFAULT_BACKGROUND_NAME = "StaticGray";
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inline constexpr const char* NONE_BACKGROUND_NAME = "None";
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ImVec4 GetTransparentBackgroundColor(const ImVec4& no_background_color = UIStyle.BackgroundColor);
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ChoiceDialogOptions GetBackgroundOptions(const TinyString& current_value);
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void LoadBackground();
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