FullscreenUI: Split game list into its own file

pull/3589/head
Stenzek 6 days ago
parent dc7a7ed6bb
commit cc2ee00681
No known key found for this signature in database

@ -7,8 +7,12 @@ import re
START_IDENT = "// TRANSLATION-STRING-AREA-BEGIN"
END_IDENT = "// TRANSLATION-STRING-AREA-END"
SRC_FILES = ["src/core/fullscreenui.cpp",
"src/core/fullscreenui.h",
"src/core/fullscreenui_game_list.cpp",
"src/core/fullscreenui_private.h",
"src/core/fullscreenui_settings.cpp",
"src/core/fullscreenui_widgets.cpp", "src/core/fullscreenui_widgets.h"]
"src/core/fullscreenui_widgets.cpp",
"src/core/fullscreenui_widgets.h"]
DST_FILE = "src/core/fullscreenui.cpp"
full_source = ""

@ -40,6 +40,7 @@ add_library(core
dma.h
fullscreenui.cpp
fullscreenui.h
fullscreenui_game_list.cpp
fullscreenui_private.h
fullscreenui_settings.cpp
fullscreenui_widgets.cpp

@ -30,6 +30,7 @@
<ClCompile Include="cpu_types.cpp" />
<ClCompile Include="ddgo_controller.cpp" />
<ClCompile Include="digital_controller.cpp" />
<ClCompile Include="fullscreenui_game_list.cpp" />
<ClCompile Include="fullscreenui_settings.cpp" />
<ClCompile Include="fullscreenui_widgets.cpp" />
<ClCompile Include="fullscreenui.cpp" />

@ -70,6 +70,7 @@
<ClCompile Include="ddgo_controller.cpp" />
<ClCompile Include="fullscreenui_widgets.cpp" />
<ClCompile Include="fullscreenui_settings.cpp" />
<ClCompile Include="fullscreenui_game_list.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="types.h" />

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

@ -51,6 +51,7 @@ enum class SettingsPage : u8
void SwitchToMainWindow(MainWindowType type);
void ReturnToMainWindow();
void ReturnToMainWindow(float transition_time);
bool AreAnyDialogsOpen();
void ExitFullscreenAndOpenURL(std::string_view url);
void CopyTextToClipboard(std::string title, std::string_view text);
@ -58,9 +59,34 @@ void CopyTextToClipboard(std::string title, std::string_view text);
FileSelectorFilters GetDiscImageFilters();
FileSelectorFilters GetImageFilters();
//////////////////////////////////////////////////////////////////////////
// Save State List
//////////////////////////////////////////////////////////////////////////
bool OpenLoadStateSelectorForGameResume(const GameList::Entry* entry);
void OpenSaveStateSelector(const std::string& serial, const std::string& path, bool is_loading);
void DoResume();
//////////////////////////////////////////////////////////////////////////
// Game List
//////////////////////////////////////////////////////////////////////////
bool ShouldOpenToGameList();
void ClearGameListState();
void SwitchToGameList();
void DrawGameListWindow();
void DoStartPath(std::string path, std::string state = std::string(),
std::optional<bool> fast_boot = std::nullopt);
GPUTexture* GetCoverForCurrentGame(const std::string& game_path);
void SetCoverCacheEntry(std::string path, std::string cover_path);
void ClearCoverCache();
//////////////////////////////////////////////////////////////////////////
// Settings
//////////////////////////////////////////////////////////////////////////
void InitializeHotkeyList();
void ClearSettingsState();
void SwitchToSettings();
@ -75,6 +101,7 @@ bool IsInputBindingDialogOpen();
// TODO: Move to widgets or something
inline constexpr const char* DEFAULT_BACKGROUND_NAME = "StaticGray";
inline constexpr const char* NONE_BACKGROUND_NAME = "None";
ImVec4 GetTransparentBackgroundColor(const ImVec4& no_background_color = UIStyle.BackgroundColor);
ChoiceDialogOptions GetBackgroundOptions(const TinyString& current_value);
void LoadBackground();

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