mirror of
https://github.com/RetroPortingToolKit/psxrecomp
synced 2026-10-25 18:05:12 -04:00
c481b6cd4e
recomp-ui takes a host-supplied icon path (GameInfo.window_icon_path) so the launcher window carries the same art as the game window. Publish the path psx_apply_window_icon() already resolves, rather than letting the launcher repeat the search — repeating it is what would let the two drift apart the next time the candidate list changes. Resolved once and cached: both the game window and the launcher ask, and the answer cannot change within a run. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0194TYJAqgyG9a9PJe9uUcgQ
24 lines
823 B
C
24 lines
823 B
C
#pragma once
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct SDL_Window;
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/* Load assets/psxrecomp.png beside the exe (or SDL base path) and apply as
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* the window / taskbar icon. No-op when the PNG is missing. */
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void psx_apply_window_icon(struct SDL_Window *window, const char *argv0);
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/* The resolved path psx_apply_window_icon() would use, or "" when no icon PNG
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* was found. Exists so the launcher can carry the SAME icon as the game
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* window: recomp-ui takes a host-supplied path (GameInfo.window_icon_path)
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* rather than repeating this search, which is what stops the two from
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* drifting apart the next time the search order changes. The result is cached
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* on first call and the returned pointer stays valid for the process. */
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const char *psx_window_icon_path(const char *argv0);
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#ifdef __cplusplus
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}
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#endif
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