ryujinx-mirror/Ryujinx.HLE/HOS/Services/Sdb/Pl/ISharedFontManager.cs
Thog d6b9babe1d Keep the GUI alive when closing a game (#888)
* Keep the GUI alive when closing a game

Make HLE.Switch init when starting a game and dispose it when closing
the GlScreen.

This also make HLE in charge of disposing the audio and gpu backend.

* Address Ac_k's comments

* Make sure to dispose the Discord module and use GTK quit method

Also update Discord Precense when closing a game.

* Make sure to dispose MainWindow

* Address gdk's comments
2020-01-21 23:23:11 +01:00

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4.4 KiB
C#

using Ryujinx.HLE.HOS.Font;
using Ryujinx.HLE.HOS.Ipc;
using Ryujinx.HLE.HOS.Kernel.Common;
using System;
namespace Ryujinx.HLE.HOS.Services.Sdb.Pl
{
[Service("pl:u")]
[Service("pl:s")] // 9.0.0+
class ISharedFontManager : IpcService
{
public ISharedFontManager(ServiceCtx context) { }
[Command(0)]
// RequestLoad(u32)
public ResultCode RequestLoad(ServiceCtx context)
{
SharedFontType fontType = (SharedFontType)context.RequestData.ReadInt32();
// We don't need to do anything here because we do lazy initialization
// on SharedFontManager (the font is loaded when necessary).
return ResultCode.Success;
}
[Command(1)]
// GetLoadState(u32) -> u32
public ResultCode GetLoadState(ServiceCtx context)
{
SharedFontType fontType = (SharedFontType)context.RequestData.ReadInt32();
// 1 (true) indicates that the font is already loaded.
// All fonts are already loaded.
context.ResponseData.Write(1);
return ResultCode.Success;
}
[Command(2)]
// GetFontSize(u32) -> u32
public ResultCode GetFontSize(ServiceCtx context)
{
SharedFontType fontType = (SharedFontType)context.RequestData.ReadInt32();
context.ResponseData.Write(context.Device.System.Font.GetFontSize(fontType));
return ResultCode.Success;
}
[Command(3)]
// GetSharedMemoryAddressOffset(u32) -> u32
public ResultCode GetSharedMemoryAddressOffset(ServiceCtx context)
{
SharedFontType fontType = (SharedFontType)context.RequestData.ReadInt32();
context.ResponseData.Write(context.Device.System.Font.GetSharedMemoryAddressOffset(fontType));
return ResultCode.Success;
}
[Command(4)]
// GetSharedMemoryNativeHandle() -> handle<copy>
public ResultCode GetSharedMemoryNativeHandle(ServiceCtx context)
{
context.Device.System.Font.EnsureInitialized(context.Device.System.ContentManager);
if (context.Process.HandleTable.GenerateHandle(context.Device.System.FontSharedMem, out int handle) != KernelResult.Success)
{
throw new InvalidOperationException("Out of handles!");
}
context.Response.HandleDesc = IpcHandleDesc.MakeCopy(handle);
return ResultCode.Success;
}
[Command(5)]
// GetSharedFontInOrderOfPriority(bytes<8, 1>) -> (u8, u32, buffer<unknown, 6>, buffer<unknown, 6>, buffer<unknown, 6>)
public ResultCode GetSharedFontInOrderOfPriority(ServiceCtx context)
{
long languageCode = context.RequestData.ReadInt64();
int loadedCount = 0;
for (SharedFontType type = 0; type < SharedFontType.Count; type++)
{
int offset = (int)type * 4;
if (!AddFontToOrderOfPriorityList(context, type, offset))
{
break;
}
loadedCount++;
}
context.ResponseData.Write(loadedCount);
context.ResponseData.Write((int)SharedFontType.Count);
return ResultCode.Success;
}
private bool AddFontToOrderOfPriorityList(ServiceCtx context, SharedFontType fontType, int offset)
{
long typesPosition = context.Request.ReceiveBuff[0].Position;
long typesSize = context.Request.ReceiveBuff[0].Size;
long offsetsPosition = context.Request.ReceiveBuff[1].Position;
long offsetsSize = context.Request.ReceiveBuff[1].Size;
long fontSizeBufferPosition = context.Request.ReceiveBuff[2].Position;
long fontSizeBufferSize = context.Request.ReceiveBuff[2].Size;
if ((uint)offset + 4 > (uint)typesSize ||
(uint)offset + 4 > (uint)offsetsSize ||
(uint)offset + 4 > (uint)fontSizeBufferSize)
{
return false;
}
context.Memory.WriteInt32(typesPosition + offset, (int)fontType);
context.Memory.WriteInt32(offsetsPosition + offset, context.Device.System.Font.GetSharedMemoryAddressOffset(fontType));
context.Memory.WriteInt32(fontSizeBufferPosition + offset, context.Device.System.Font.GetFontSize(fontType));
return true;
}
}
}