Avalonia UI - Part 1 (#3270)
* avalonia part 1 * remove vulkan ui backend * move ui common files to ui common project * get name for oading screen from device * rebase. * review 1 * review 1.1 * review * cleanup * addressed review * use cancellation token * review * review * rebased * cancel library loading when closing window * remove star image, use fonticon instead * delete render control frame buffer when game ends. change position of fav star * addressed @Thog review * ensure the right ui is downloaded in updates * fix crash when showing not supported dialog during controller request * add prefix to artifact names * Auto-format Avalonia project * Fix input * Fix build, simplify app disposal * remove nv stutter thread * addressed review * add missing change * maintain window size if new size is zero length * add game, handheld, docked to local * reverse scale main window * Update de_DE.json * Update de_DE.json * Update de_DE.json * Update italian json * Update it_IT.json * let render timer poll with no wait * remove unused code * more unused code * enabled tiered compilation and trimming * check if window event is not closed before signaling * fix atmospher case * locale fix * locale fix * remove explicit tiered compilation declarations * Remove ) it_IT.json * Remove ) de_DE.json * Update it_IT.json * Update pt_BR locale with latest strings * Remove ')' * add more strings to locale * update locale * remove extra slash * remove extra slash * set firmware version to 0 if key's not found * fix * revert timer changes * lock on object instead * Update it_IT.json * remove unused method * add load screen text to locale * drop swap event * Update de_DE.json * Update de_DE.json * do null check when stopping emulator * Update de_DE.json * Create tr_TR.json * Add tr_TR * Add tr_TR + Turkish * Update it_IT.json * Update Ryujinx.Ava/Input/AvaloniaMappingHelper.cs Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * addressed review * Update Ryujinx.Ava/Ui/Backend/OpenGl/OpenGlRenderTarget.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com> * use avalonia's inbuilt renderer on linux * removed whitespace * workaround for queue render crash with vsync off * drop custom backend * format files * fix not closing issue * remove warnings * rebase * update avalonia library * Reposition the Text and Button on About Page * Assign build version * Remove appveyor text Co-authored-by: gdk <gab.dark.100@gmail.com> Co-authored-by: Niwu34 <67392333+Niwu34@users.noreply.github.com> Co-authored-by: Antonio Brugnolo <36473846+AntoSkate@users.noreply.github.com> Co-authored-by: aegiff <99728970+aegiff@users.noreply.github.com> Co-authored-by: Ac_K <Acoustik666@gmail.com> Co-authored-by: MostlyWhat <78652091+MostlyWhat@users.noreply.github.com>
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Ryujinx.Ava/Ui/Controls/RenderTimer.cs
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Ryujinx.Ava/Ui/Controls/RenderTimer.cs
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using Avalonia.Rendering;
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using System;
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using System.Threading;
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using System.Timers;
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namespace Ryujinx.Ava.Ui.Controls
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{
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internal class RenderTimer : IRenderTimer, IDisposable
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{
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public event Action<TimeSpan> Tick
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{
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add
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{
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_tick += value;
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if (_subscriberCount++ == 0)
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{
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Start();
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}
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}
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remove
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{
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if (--_subscriberCount == 0)
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{
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Stop();
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}
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_tick -= value;
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}
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}
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private Thread _tickThread;
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private readonly System.Timers.Timer _timer;
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private Action<TimeSpan> _tick;
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private int _subscriberCount;
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private bool _isRunning;
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private AutoResetEvent _resetEvent;
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public RenderTimer()
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{
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_timer = new System.Timers.Timer(15);
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_resetEvent = new AutoResetEvent(true);
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_timer.Elapsed += Timer_Elapsed;
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}
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private void Timer_Elapsed(object sender, ElapsedEventArgs e)
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{
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TickNow();
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}
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public void Start()
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{
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_timer.Start();
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if (_tickThread == null)
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{
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_tickThread = new Thread(RunTick);
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_tickThread.Name = "RenderTimerTickThread";
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_tickThread.IsBackground = true;
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_isRunning = true;
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_tickThread.Start();
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}
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}
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public void RunTick()
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{
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while (_isRunning)
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{
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_resetEvent.WaitOne();
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_tick?.Invoke(TimeSpan.FromMilliseconds(Environment.TickCount));
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}
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}
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public void TickNow()
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{
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lock (_timer)
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{
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_resetEvent.Set();
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}
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}
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public void Stop()
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{
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_timer.Stop();
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}
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public void Dispose()
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{
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_timer.Elapsed -= Timer_Elapsed;
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_timer.Stop();
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_isRunning = false;
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_resetEvent.Set();
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_tickThread.Join();
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_resetEvent.Dispose();
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}
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}
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}
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