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https://github.com/DarkMatterCore/nxdumptool.git
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50deeeb41b
The directory layout is partially based on the C++ namespaces we're currently using. Other changes include: * devoptab: move directory into "core". * fatfs: move directory into "core". * GameCardTab: move portions of logic from PopulateList() into their own methods. * GameCardTab: use a macro to generate the properties table. * GameCardTab: use a macro to add ListItem elements. * GameCardTab: update AddApplicationMetadataItems() method to also display the number of DLCs available in the inserted gamecard for each application whenever possible. * Makefile: remove all extra entries from the INCLUDES variable. * nxdt_includes: move HOS version structs into their own header file. * tasks: move code for each individual task into its own file(s). * title: update titleGetGameCardApplicationMetadataEntries() to also count the number of DLCs available in the inserted gamecard for any given base application. * title: reorder gamecard application metadata entries by name before returning the buffer in titleGetGameCardApplicationMetadataEntries().
75 lines
2.7 KiB
C++
75 lines
2.7 KiB
C++
/*
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* gamecard_status_task.cpp
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*
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* Copyright (c) 2020-2024, DarkMatterCore <pabloacurielz@gmail.com>.
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*
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* This file is part of nxdumptool (https://github.com/DarkMatterCore/nxdumptool).
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*
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* nxdumptool is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* nxdumptool is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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#include <tasks/gamecard_status_task.hpp>
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using namespace brls::i18n::literals; /* For _i18n. */
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namespace nxdt::tasks
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{
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GameCardStatusTask::GameCardStatusTask() : brls::RepeatingTask(REPEATING_TASK_INTERVAL)
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{
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brls::RepeatingTask::start();
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LOG_MSG_DEBUG("Gamecard task started.");
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this->first_notification = (gamecardGetStatus() >= GameCardStatus_Processing);
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}
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GameCardStatusTask::~GameCardStatusTask()
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{
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LOG_MSG_DEBUG("Gamecard task stopped.");
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}
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void GameCardStatusTask::run(retro_time_t current_time)
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{
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brls::RepeatingTask::run(current_time);
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this->cur_gc_status = static_cast<GameCardStatus>(gamecardGetStatus());
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if (this->cur_gc_status != this->prev_gc_status)
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{
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LOG_MSG_DEBUG("Gamecard status change triggered: %u.", this->cur_gc_status);
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if (!this->first_notification)
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{
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if (this->prev_gc_status == GameCardStatus_NotInserted && this->cur_gc_status == GameCardStatus_Processing)
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{
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brls::Application::notify("gamecard_tab/error_frame/processing"_i18n);
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} else
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if (this->prev_gc_status == GameCardStatus_Processing && this->cur_gc_status > GameCardStatus_Processing)
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{
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brls::Application::notify("tasks/notifications/gamecard_status_updated"_i18n);
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} else
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if (this->cur_gc_status == GameCardStatus_NotInserted)
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{
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brls::Application::notify("tasks/notifications/gamecard_ejected"_i18n);
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}
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} else {
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this->first_notification = false;
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}
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/* Update previous gamecard status. */
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this->prev_gc_status = this->cur_gc_status;
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/* Fire task event. */
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this->gc_status_event.fire(this->cur_gc_status);
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}
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}
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}
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