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https://github.com/par274/sharpemu.git
synced 2026-07-22 10:56:20 +08:00
[GUI] Fixes click the controller B/O close button to close the game (#415)
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@@ -92,6 +92,11 @@ public partial class MainWindow : Window
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// plain window color remains the fallback when the asset fails to load.
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private Bitmap? _defaultBackdrop;
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// Whether the native loading/closing popup should be showing; it is a
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// desktop-topmost popup, so it closes while the launcher is in the
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// background or minimized and reopens from this flag on activation.
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private bool _sessionLoadingActive;
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// Controller navigation state.
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private readonly DispatcherTimer _gamepadTimer;
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private HostGamepadButtons _previousPadButtons;
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@@ -150,8 +155,18 @@ public partial class MainWindow : Window
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};
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_libraryBlurTimer.Tick += (_, _) => AdvanceLibraryBlur();
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Activated += (_, _) => UpdateSessionBarVisibility();
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Deactivated += (_, _) => SessionBarPopup.IsOpen = false;
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// Native popups float above every window on the desktop; they must
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// follow the launcher into the background or a minimized state.
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Activated += (_, _) =>
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{
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UpdateSessionBarVisibility();
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SessionLoadingPopup.IsOpen = _sessionLoadingActive;
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};
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Deactivated += (_, _) =>
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{
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SessionBarPopup.IsOpen = false;
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SessionLoadingPopup.IsOpen = false;
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};
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TitleBar.PointerPressed += OnTitleBarPointerPressed;
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GameList.SelectionChanged += (_, _) => UpdateSelectedGame();
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@@ -414,6 +429,15 @@ public partial class MainWindow : Window
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return;
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}
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if (_isRunning || _isStopping)
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{
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// The game renders inside the launcher window, so the launcher
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// stays active while playing. The controller belongs to the game
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// then: no navigation, and Circle/B must never stop the session.
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_previousPadButtons = pad.Buttons;
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return;
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}
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var shoulderPressed = pad.Buttons & ~_previousPadButtons;
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if ((shoulderPressed & HostGamepadButtons.L1) != 0)
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{
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@@ -463,11 +487,6 @@ public partial class MainWindow : Window
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LaunchSelected();
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}
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if ((pressed & HostGamepadButtons.Circle) != 0)
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{
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StopEmulator();
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}
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_previousPadButtons = pad.Buttons;
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}
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@@ -1626,13 +1645,23 @@ public partial class MainWindow : Window
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base.OnPropertyChanged(change);
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if (change.Property == WindowStateProperty)
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{
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// The XAML WindowState="Maximized" assignment raises this change
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// during InitializeComponent, before named controls are wired up.
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if (WindowState == WindowState.Minimized)
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{
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_sndPreview.Pause();
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if (SessionLoadingPopup is { } popup)
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{
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popup.IsOpen = false;
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}
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}
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else
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{
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_sndPreview.Resume();
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if (SessionLoadingPopup is { } popup)
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{
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popup.IsOpen = _sessionLoadingActive;
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}
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}
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}
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}
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@@ -2009,7 +2038,7 @@ public partial class MainWindow : Window
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ContentToolbar.IsVisible = false;
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ConsolePanel.IsVisible = false;
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LaunchBar.IsVisible = false;
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SessionLoadingPopup.IsOpen = false;
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HideSessionLoading();
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UpdateSessionBarVisibility();
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}
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});
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@@ -2109,7 +2138,7 @@ public partial class MainWindow : Window
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GameView.IsVisible = false;
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GameView.IsHitTestVisible = true;
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SessionBarPopup.IsOpen = false;
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SessionLoadingPopup.IsOpen = false;
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HideSessionLoading();
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AnimateLibraryBlur(0, clearWhenComplete: true);
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MainContent.Margin = new Thickness(32, 24, 32, 20);
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ContentToolbar.IsVisible = true;
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@@ -2193,7 +2222,14 @@ public partial class MainWindow : Window
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{
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SessionLoadingTitle.Text = title;
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SessionLoadingDetail.Text = detail;
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SessionLoadingPopup.IsOpen = true;
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_sessionLoadingActive = true;
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SessionLoadingPopup.IsOpen = IsActive && WindowState != WindowState.Minimized;
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}
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private void HideSessionLoading()
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{
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_sessionLoadingActive = false;
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SessionLoadingPopup.IsOpen = false;
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}
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private void ReturnToLibraryWhileStopping()
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