GameInfoCache: Don't expose the workqueue.

Was unused anyway.
This commit is contained in:
Henrik Rydgård authored and Unknown W. Brackets committed 2021-04-30 23:04:24 -07:00
1 parent f4a6d291e1
commit e2e1c677cb
6 files changed
+8 -14

No files matched your search

+1 -1
View File
@@ -1078,7 +1078,7 @@ void EmuScreen::CreateViews() {
chatButton_ = nullptr;
}
saveStatePreview_ = new AsyncImageFileView("", IS_FIXED, nullptr, new AnchorLayoutParams(bounds.centerX(), 100, NONE, NONE, true));
saveStatePreview_ = new AsyncImageFileView("", IS_FIXED, new AnchorLayoutParams(bounds.centerX(), 100, NONE, NONE, true));
saveStatePreview_->SetFixedSize(160, 90);
saveStatePreview_->SetColor(0x90FFFFFF);
saveStatePreview_->SetVisibility(V_GONE);
-2
View File
@@ -170,8 +170,6 @@ public:
std::shared_ptr<GameInfo> GetInfo(Draw::DrawContext *draw, const std::string &gamePath, int wantFlags);
void FlushBGs(); // Gets rid of all BG textures. Also gets rid of bg sounds.
PrioritizedWorkQueue *WorkQueue() { return gameInfoWQ_; }
void CancelAll();
void WaitUntilDone(std::shared_ptr<GameInfo> &info);
+3 -4
View File
@@ -48,7 +48,7 @@
#include "UI/OnScreenDisplay.h"
#include "UI/GameInfoCache.h"
AsyncImageFileView::AsyncImageFileView(const std::string &filename, UI::ImageSizeMode sizeMode, PrioritizedWorkQueue *wq, UI::LayoutParams *layoutParams)
AsyncImageFileView::AsyncImageFileView(const std::string &filename, UI::ImageSizeMode sizeMode, UI::LayoutParams *layoutParams)
: UI::Clickable(layoutParams), canFocus_(true), filename_(filename), color_(0xFFFFFFFF), sizeMode_(sizeMode), textureFailed_(false), fixedSizeW_(0.0f), fixedSizeH_(0.0f) {}
AsyncImageFileView::~AsyncImageFileView() {}
@@ -179,7 +179,7 @@ protected:
UI::LinearLayout *content = new UI::LinearLayout(UI::ORIENT_VERTICAL);
parent->Add(content);
UI::Margins contentMargins(10, 0);
content->Add(new AsyncImageFileView(filename_, UI::IS_KEEP_ASPECT, nullptr, new UI::LinearLayoutParams(480, 272, contentMargins)))->SetCanBeFocused(false);
content->Add(new AsyncImageFileView(filename_, UI::IS_KEEP_ASPECT, new UI::LinearLayoutParams(480, 272, contentMargins)))->SetCanBeFocused(false);
}
private:
@@ -230,10 +230,9 @@ SaveSlotView::SaveSlotView(const std::string &gameFilename, int slot, UI::Layout
using namespace UI;
screenshotFilename_ = SaveState::GenerateSaveSlotFilename(gamePath_, slot, SaveState::SCREENSHOT_EXTENSION);
PrioritizedWorkQueue *wq = g_gameInfoCache->WorkQueue();
Add(new Spacer(5));
AsyncImageFileView *fv = Add(new AsyncImageFileView(screenshotFilename_, IS_DEFAULT, wq, new UI::LayoutParams(82 * 2, 47 * 2)));
AsyncImageFileView *fv = Add(new AsyncImageFileView(screenshotFilename_, IS_DEFAULT, new UI::LayoutParams(82 * 2, 47 * 2)));
fv->SetOverlayText(StringFromFormat("%d", slot_ + 1));
auto pa = GetI18NCategory("Pause");
+1 -3
View File
@@ -58,13 +58,11 @@ private:
std::string gamePath_;
};
class PrioritizedWorkQueue;
// AsyncImageFileView loads a texture from a file, and reloads it as necessary.
// TODO: Actually make async, doh.
class AsyncImageFileView : public UI::Clickable {
public:
AsyncImageFileView(const std::string &filename, UI::ImageSizeMode sizeMode, PrioritizedWorkQueue *wq, UI::LayoutParams *layoutParams = 0);
AsyncImageFileView(const std::string &filename, UI::ImageSizeMode sizeMode, UI::LayoutParams *layoutParams = 0);
~AsyncImageFileView();
void GetContentDimensionsBySpec(const UIContext &dc, UI::MeasureSpec horiz, UI::MeasureSpec vert, float &w, float &h) const override;
+1 -1
View File
@@ -285,7 +285,7 @@ void ReportScreen::CreateViews() {
if (tookScreenshot_ && !screenshotFilename_.empty()) {
leftColumnItems->Add(new CheckBox(&includeScreenshot_, rp->T("FeedbackIncludeScreen", "Include a screenshot")))->SetEnabledPtr(&enableReporting_);
screenshot_ = leftColumnItems->Add(new AsyncImageFileView(screenshotFilename_, IS_KEEP_ASPECT, nullptr, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT, Margins(12, 0))));
screenshot_ = leftColumnItems->Add(new AsyncImageFileView(screenshotFilename_, IS_KEEP_ASPECT, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT, Margins(12, 0))));
} else {
if (tookScreenshot_) {
includeScreenshot_ = false;
+2 -3
View File
@@ -25,7 +25,7 @@
#include "Common/Math/curves.h"
#include "Common/System/NativeApp.h"
#include "Common/System/System.h"
#include "Common/Thread/PrioritizedWorkQueue.h"
#include "Common/Data/Encoding/Utf8.h"
#include "Common/UI/Context.h"
#include "Common/UI/View.h"
#include "Common/UI/ViewGroup.h"
@@ -114,8 +114,7 @@ public:
} else {
std::string image_path = ReplaceAll(savePath_, ".ppst", ".jpg");
if (File::Exists(image_path)) {
PrioritizedWorkQueue *wq = g_gameInfoCache->WorkQueue();
toprow->Add(new AsyncImageFileView(image_path, IS_KEEP_ASPECT, wq, new LinearLayoutParams(480, 272, Margins(10, 0))));
toprow->Add(new AsyncImageFileView(image_path, IS_KEEP_ASPECT, new LinearLayoutParams(480, 272, Margins(10, 0))));
} else {
toprow->Add(new TextView(sa->T("No screenshot"), new LinearLayoutParams(Margins(10, 5))))->SetTextColor(textStyle.fgColor);
}