Ryujinx-uplift/Ryujinx.HLE/HOS/SystemState/AppletStateMgr.cs
gdkchan 521751795a
Code style fixes and nits on the HLE project (#355)
* 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
2018-08-16 20:47:36 -03:00

62 lines
1.4 KiB
C#

using Ryujinx.HLE.HOS.Kernel;
using Ryujinx.HLE.HOS.Services.Am;
using System;
using System.Collections.Concurrent;
namespace Ryujinx.HLE.HOS.SystemState
{
class AppletStateMgr : IDisposable
{
private ConcurrentQueue<MessageInfo> Messages;
public FocusState FocusState { get; private set; }
public KEvent MessageEvent { get; private set; }
public AppletStateMgr()
{
Messages = new ConcurrentQueue<MessageInfo>();
MessageEvent = new KEvent();
}
public void SetFocus(bool IsFocused)
{
FocusState = IsFocused
? FocusState.InFocus
: FocusState.OutOfFocus;
EnqueueMessage(MessageInfo.FocusStateChanged);
}
public void EnqueueMessage(MessageInfo Message)
{
Messages.Enqueue(Message);
MessageEvent.WaitEvent.Set();
}
public bool TryDequeueMessage(out MessageInfo Message)
{
if (Messages.Count < 2)
{
MessageEvent.WaitEvent.Reset();
}
return Messages.TryDequeue(out Message);
}
public void Dispose()
{
Dispose(true);
}
protected virtual void Dispose(bool Disposing)
{
if (Disposing)
{
MessageEvent.Dispose();
}
}
}
}