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521751795a
* Some style fixes and nits on ITimeZoneService * Remove some unneeded usings * Remove the Ryujinx.HLE.OsHle.Handles namespace * Remove hbmenu automatic load on process exit * Rename Ns to Device, rename Os to System, rename SystemState to State * Move Exceptions and Utilities out of OsHle * Rename OsHle to HOS * Rename OsHle folder to HOS * IManagerDisplayService and ISystemDisplayService style fixes * BsdError shouldn't be public * Add a empty new line before using static * Remove unused file * Some style fixes on NPDM * Exit gracefully when the application is closed * Code style fixes on IGeneralService * Add 0x prefix on values printed as hex * Small improvements on finalization code * Move ProcessId and ThreadId out of AThreadState * Rename VFs to FileSystem * FsAccessHeader shouldn't be public. Also fix file names casing * More case changes on NPDM * Remove unused files * Move using to the correct place on NPDM * Use properties on KernelAccessControlMmio * Address PR feedback
62 lines
No EOL
1.4 KiB
C#
62 lines
No EOL
1.4 KiB
C#
using Ryujinx.HLE.HOS.Kernel;
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using Ryujinx.HLE.HOS.Services.Am;
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using System;
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using System.Collections.Concurrent;
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namespace Ryujinx.HLE.HOS.SystemState
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{
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class AppletStateMgr : IDisposable
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{
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private ConcurrentQueue<MessageInfo> Messages;
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public FocusState FocusState { get; private set; }
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public KEvent MessageEvent { get; private set; }
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public AppletStateMgr()
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{
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Messages = new ConcurrentQueue<MessageInfo>();
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MessageEvent = new KEvent();
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}
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public void SetFocus(bool IsFocused)
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{
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FocusState = IsFocused
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? FocusState.InFocus
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: FocusState.OutOfFocus;
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EnqueueMessage(MessageInfo.FocusStateChanged);
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}
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public void EnqueueMessage(MessageInfo Message)
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{
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Messages.Enqueue(Message);
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MessageEvent.WaitEvent.Set();
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}
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public bool TryDequeueMessage(out MessageInfo Message)
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{
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if (Messages.Count < 2)
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{
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MessageEvent.WaitEvent.Reset();
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}
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return Messages.TryDequeue(out Message);
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}
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public void Dispose()
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{
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Dispose(true);
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}
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protected virtual void Dispose(bool Disposing)
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{
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if (Disposing)
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{
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MessageEvent.Dispose();
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}
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}
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}
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} |