Duckstation/src/frontend-common/fullscreen_ui.h
2021-02-27 00:44:53 +10:00

74 lines
1.7 KiB
C++

#pragma once
#include "common/types.h"
#include <string>
class CommonHostInterface;
class SettingsInterface;
struct Settings;
namespace FrontendCommon {
enum class ControllerNavigationButton : u32;
}
namespace FullscreenUI {
enum class MainWindowType
{
None,
Landing,
GameList,
Settings,
QuickMenu,
Achievements,
};
enum class SettingsPage
{
InterfaceSettings,
GameListSettings,
ConsoleSettings,
EmulationSettings,
BIOSSettings,
ControllerSettings,
HotkeySettings,
MemoryCardSettings,
DisplaySettings,
EnhancementSettings,
AudioSettings,
AchievementsSetings,
AdvancedSettings,
Count
};
bool Initialize(CommonHostInterface* host_interface);
bool HasActiveWindow();
void SystemCreated();
void SystemDestroyed();
void SystemPaused(bool paused);
void OpenQuickMenu();
void CloseQuickMenu();
void Shutdown();
void Render();
bool HandleKeyboardBinding(const char* keyName, bool pressed);
bool InvalidateCachedTexture(const std::string& path);
// Returns true if the message has been dismissed.
bool DrawErrorWindow(const char* message);
bool DrawConfirmWindow(const char* message, bool* result);
void QueueGameListRefresh();
void EnsureGameListLoaded();
Settings& GetSettingsCopy();
void SaveAndApplySettings();
void SetDebugMenuAllowed(bool allowed);
/// Only ImGuiNavInput_Activate, ImGuiNavInput_Cancel, and DPad should be forwarded.
/// Returns true if the UI consumed the event, and it should not execute the normal handler.
bool SetControllerNavInput(FrontendCommon::ControllerNavigationButton button, bool value);
/// Forwards the controller navigation to ImGui for fullscreen navigation. Call before NewFrame().
void SetImGuiNavInputs();
} // namespace FullscreenUI