android: Hide loading animation on first frame
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@ -9,6 +9,7 @@
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#include "input_common/drivers/virtual_gamepad.h"
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#include "input_common/drivers/virtual_gamepad.h"
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#include "input_common/main.h"
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#include "input_common/main.h"
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#include "jni/emu_window/emu_window.h"
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#include "jni/emu_window/emu_window.h"
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#include "jni/native.h"
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void EmuWindow_Android::OnSurfaceChanged(ANativeWindow* surface) {
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void EmuWindow_Android::OnSurfaceChanged(ANativeWindow* surface) {
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m_window_width = ANativeWindow_getWidth(surface);
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m_window_width = ANativeWindow_getWidth(surface);
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@ -57,6 +58,13 @@ void EmuWindow_Android::OnRemoveNfcTag() {
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m_input_subsystem->GetVirtualAmiibo()->CloseAmiibo();
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m_input_subsystem->GetVirtualAmiibo()->CloseAmiibo();
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}
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}
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void EmuWindow_Android::OnFrameDisplayed() {
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if (!m_first_frame) {
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EmulationSession::GetInstance().OnEmulationStarted();
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m_first_frame = true;
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}
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}
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EmuWindow_Android::EmuWindow_Android(InputCommon::InputSubsystem* input_subsystem,
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EmuWindow_Android::EmuWindow_Android(InputCommon::InputSubsystem* input_subsystem,
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ANativeWindow* surface,
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ANativeWindow* surface,
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std::shared_ptr<Common::DynamicLibrary> driver_library)
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std::shared_ptr<Common::DynamicLibrary> driver_library)
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@ -45,7 +45,7 @@ public:
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float gyro_z, float accel_x, float accel_y, float accel_z);
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float gyro_z, float accel_x, float accel_y, float accel_z);
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void OnReadNfcTag(std::span<u8> data);
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void OnReadNfcTag(std::span<u8> data);
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void OnRemoveNfcTag();
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void OnRemoveNfcTag();
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void OnFrameDisplayed() override {}
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void OnFrameDisplayed() override;
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std::unique_ptr<Core::Frontend::GraphicsContext> CreateSharedContext() const override {
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std::unique_ptr<Core::Frontend::GraphicsContext> CreateSharedContext() const override {
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return {std::make_unique<GraphicsContext_Android>(m_driver_library)};
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return {std::make_unique<GraphicsContext_Android>(m_driver_library)};
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@ -61,4 +61,6 @@ private:
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float m_window_height{};
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float m_window_height{};
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std::shared_ptr<Common::DynamicLibrary> m_driver_library;
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std::shared_ptr<Common::DynamicLibrary> m_driver_library;
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bool m_first_frame = false;
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};
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};
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@ -372,8 +372,6 @@ void EmulationSession::RunEmulation() {
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m_system.InitializeDebugger();
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m_system.InitializeDebugger();
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}
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}
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OnEmulationStarted();
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while (true) {
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while (true) {
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{
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{
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[[maybe_unused]] std::unique_lock lock(m_mutex);
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[[maybe_unused]] std::unique_lock lock(m_mutex);
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@ -52,9 +52,10 @@ public:
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void OnGamepadDisconnectEvent([[maybe_unused]] int index);
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void OnGamepadDisconnectEvent([[maybe_unused]] int index);
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SoftwareKeyboard::AndroidKeyboard* SoftwareKeyboard();
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SoftwareKeyboard::AndroidKeyboard* SoftwareKeyboard();
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static void OnEmulationStarted();
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private:
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private:
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static void LoadDiskCacheProgress(VideoCore::LoadCallbackStage stage, int progress, int max);
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static void LoadDiskCacheProgress(VideoCore::LoadCallbackStage stage, int progress, int max);
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static void OnEmulationStarted();
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static void OnEmulationStopped(Core::SystemResultStatus result);
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static void OnEmulationStopped(Core::SystemResultStatus result);
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private:
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private:
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