ES-DE/es-core/src/Window.cpp

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// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// Window.cpp
//
// Window management, screensaver management, and help prompts.
// The input stack starts here as well, as this is the first instance called by InputManager.
//
#include "Window.h"
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#include "components/HelpComponent.h"
#include "components/ImageComponent.h"
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#include "guis/GuiInfoPopup.h"
#if defined(BUILD_VLC_PLAYER)
#include "components/VideoVlcComponent.h"
#endif
#include "AudioManager.h"
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#include "InputManager.h"
#include "Log.h"
#include "Sound.h"
#include "resources/Font.h"
#include <algorithm>
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#include <iomanip>
#if defined(USE_OPENGL_21)
#define CLOCK_BACKGROUND_CREATION false
#endif
Window::Window()
: mScreensaver(nullptr)
, mMediaViewer(nullptr)
, mLaunchScreen(nullptr)
, mInfoPopup(nullptr)
, mListScrollOpacity(0)
, mFrameTimeElapsed(0)
, mFrameCountElapsed(0)
, mAverageDeltaTime(10)
, mTimeSinceLastInput(0)
, mNormalizeNextUpdate(false)
, mAllowSleep(true)
, mSleeping(false)
, mRenderScreensaver(false)
, mRenderMediaViewer(false)
, mRenderLaunchScreen(false)
, mGameLaunchedState(false)
, mAllowTextScrolling(true)
, mCachedBackground(false)
, mInvalidatedCachedBackground(false)
, mVideoPlayerCount(0)
, mTopScale(0.5)
, mChangedThemeSet(false)
{
mHelp = new HelpComponent(this);
mBackgroundOverlay = new ImageComponent(this);
mBackgroundOverlayOpacity = 0;
}
Window::~Window()
{
delete mBackgroundOverlay;
// Delete all our GUIs.
while (peekGui())
delete peekGui();
if (mInfoPopup)
delete mInfoPopup;
delete mHelp;
}
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void Window::pushGui(GuiComponent* gui)
{
if (mGuiStack.size() > 0) {
auto& top = mGuiStack.back();
top->topWindow(false);
}
mGuiStack.push_back(gui);
gui->updateHelpPrompts();
}
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void Window::removeGui(GuiComponent* gui)
{
for (auto it = mGuiStack.cbegin(); it != mGuiStack.cend(); it++) {
if (*it == gui) {
it = mGuiStack.erase(it);
// We just popped the stack and the stack is not empty.
if (it == mGuiStack.cend() && mGuiStack.size()) {
mGuiStack.back()->updateHelpPrompts();
mGuiStack.back()->topWindow(true);
}
return;
}
}
}
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GuiComponent* Window::peekGui()
{
if (mGuiStack.size() == 0)
return nullptr;
return mGuiStack.back();
}
bool Window::init()
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{
if (!Renderer::init()) {
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LOG(LogError) << "Renderer failed to initialize.";
return false;
}
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InputManager::getInstance()->init();
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ResourceManager::getInstance()->reloadAll();
// Keep a reference to the default fonts, so they don't keep getting destroyed/recreated.
if (mDefaultFonts.empty()) {
mDefaultFonts.push_back(Font::get(FONT_SIZE_SMALL));
mDefaultFonts.push_back(Font::get(FONT_SIZE_MEDIUM));
mDefaultFonts.push_back(Font::get(FONT_SIZE_LARGE));
}
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mBackgroundOverlay->setImage(":/graphics/screen_gradient.png");
mBackgroundOverlay->setResize(static_cast<float>(Renderer::getScreenWidth()),
static_cast<float>(Renderer::getScreenHeight()));
mListScrollFont = Font::get(FONT_SIZE_LARGE);
// Update our help because font sizes probably changed.
if (peekGui())
peekGui()->updateHelpPrompts();
return true;
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}
void Window::deinit()
{
// Hide all GUI elements on uninitialisation - this disable.
for (auto it = mGuiStack.cbegin(); it != mGuiStack.cend(); it++)
(*it)->onHide();
InputManager::getInstance()->deinit();
ResourceManager::getInstance()->unloadAll();
#if defined(BUILD_VLC_PLAYER)
VideoVlcComponent::deinit();
#endif
Renderer::deinit();
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}
void Window::input(InputConfig* config, Input input)
{
mTimeSinceLastInput = 0;
// The DebugSkipInputLogging option has to be set manually in es_settings.xml as
// it does not have any settings menu entry.
if (Settings::getInstance()->getBool("Debug") &&
!Settings::getInstance()->getBool("DebugSkipInputLogging")) {
logInput(config, input);
}
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if (mMediaViewer && mRenderMediaViewer) {
if (config->isMappedLike("right", input) && input.value != 0)
mMediaViewer->showNext();
else if (config->isMappedLike("left", input) && input.value != 0)
mMediaViewer->showPrevious();
else if (input.value != 0)
// Any other input than left or right stops the media viewer.
stopMediaViewer();
return;
}
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if (mGameLaunchedState && mLaunchScreen && mRenderLaunchScreen) {
if (input.value != 0) {
mLaunchScreen->closeLaunchScreen();
mRenderLaunchScreen = false;
}
}
if (mScreensaver) {
if (mScreensaver->isScreensaverActive() &&
Settings::getInstance()->getBool("ScreensaverControls") &&
((Settings::getInstance()->getString("ScreensaverType") == "video") ||
(Settings::getInstance()->getString("ScreensaverType") == "slideshow"))) {
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bool customImageSlideshow = false;
if (Settings::getInstance()->getString("ScreensaverType") == "slideshow" &&
Settings::getInstance()->getBool("ScreensaverSlideshowCustomImages"))
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customImageSlideshow = true;
if ((customImageSlideshow || mScreensaver->getCurrentGame() != nullptr) &&
(config->isMappedTo("a", input) || config->isMappedTo("y", input) ||
config->isMappedLike("left", input) || config->isMappedLike("right", input))) {
// Left or right browses to the next video or image.
if (config->isMappedLike("left", input) || config->isMappedLike("right", input)) {
if (input.value != 0) {
// Handle screensaver control.
mScreensaver->nextGame();
}
return;
}
else if (config->isMappedTo("a", input) && input.value != 0) {
// Launch game.
stopScreensaver();
mScreensaver->launchGame();
// To force handling the wake up process.
mSleeping = true;
}
else if (config->isMappedTo("y", input) && input.value != 0) {
// Jump to the game in its gamelist, but do not launch it.
stopScreensaver();
NavigationSounds::getInstance()->playThemeNavigationSound(SCROLLSOUND);
mScreensaver->goToGame();
// To force handling the wake up process.
mSleeping = true;
}
}
}
}
if (mSleeping) {
// Wake up.
stopScreensaver();
mSleeping = false;
onWake();
return;
}
// Any keypress cancels the screensaver.
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if (input.value != 0 && isScreensaverActive()) {
stopScreensaver();
return;
}
if (config->isMappedTo("a", input) && input.value != 0 &&
Settings::getInstance()->getString("MenuOpeningEffect") == "scale-up" && mTopScale < 1.0f &&
mGuiStack.size() == 2) {
// The user has entered a submenu when the initial menu screen has not finished scaling
// up. So scale it to full size so it won't be stuck at a smaller size when returning
// from the submenu.
mTopScale = 1.0f;
GuiComponent* menu = mGuiStack.back();
glm::vec2 menuCenter{menu->getCenter()};
menu->setOrigin(0.5f, 0.5f);
menu->setPosition(menuCenter.x, menuCenter.y, 0.0f);
menu->setScale(1.0f);
}
if (config->getDeviceId() == DEVICE_KEYBOARD && input.value && input.id == SDLK_g &&
SDL_GetModState() & KMOD_LCTRL && Settings::getInstance()->getBool("Debug")) {
// Toggle debug grid with Ctrl-G.
Settings::getInstance()->setBool("DebugGrid",
!Settings::getInstance()->getBool("DebugGrid"));
}
else if (config->getDeviceId() == DEVICE_KEYBOARD && input.value && input.id == SDLK_t &&
SDL_GetModState() & KMOD_LCTRL && Settings::getInstance()->getBool("Debug")) {
// Toggle TextComponent debug view with Ctrl-T.
Settings::getInstance()->setBool("DebugText",
!Settings::getInstance()->getBool("DebugText"));
}
else if (config->getDeviceId() == DEVICE_KEYBOARD && input.value && input.id == SDLK_i &&
SDL_GetModState() & KMOD_LCTRL && Settings::getInstance()->getBool("Debug")) {
// Toggle ImageComponent debug view with Ctrl-I.
Settings::getInstance()->setBool("DebugImage",
!Settings::getInstance()->getBool("DebugImage"));
}
else {
if (peekGui())
// This is where the majority of inputs will be consumed: the GuiComponent Stack.
this->peekGui()->input(config, input);
}
}
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void Window::textInput(const std::string& text)
{
if (peekGui())
peekGui()->textInput(text);
}
void Window::logInput(InputConfig* config, Input input)
{
std::string mapname = "";
std::vector<std::string> maps = config->getMappedTo(input);
for (auto mn : maps) {
mapname += mn;
mapname += ", ";
}
LOG(LogDebug) << "Window::logInput(" << config->getDeviceName() << "): " << input.string()
<< ", isMappedTo=" << mapname << "value=" << input.value;
}
void Window::update(int deltaTime)
{
if (mNormalizeNextUpdate) {
mNormalizeNextUpdate = false;
mTimeSinceLastInput = 0;
if (deltaTime > mAverageDeltaTime)
deltaTime = mAverageDeltaTime;
}
mFrameTimeElapsed += deltaTime;
mFrameCountElapsed++;
if (mFrameTimeElapsed > 500) {
mAverageDeltaTime = mFrameTimeElapsed / mFrameCountElapsed;
if (Settings::getInstance()->getBool("DisplayGPUStatistics")) {
std::stringstream ss;
// FPS.
ss << std::fixed << std::setprecision(1)
<< (1000.0f * static_cast<float>(mFrameCountElapsed) /
static_cast<float>(mFrameTimeElapsed))
<< " FPS (";
ss << std::fixed << std::setprecision(2)
<< (static_cast<float>(mFrameTimeElapsed) / static_cast<float>(mFrameCountElapsed))
<< " ms)";
// The following calculations are not accurate, and the font calculation is completely
// broken. For now, still report the figures as it's somehow useful to locate memory
// leaks and similar. But this needs to be completely overhauled later on.
// VRAM.
float textureVramUsageMiB = TextureResource::getTotalMemUsage() / 1024.0f / 1024.0f;
float textureTotalUsageMiB = TextureResource::getTotalTextureSize() / 1024.0f / 1024.0f;
float fontVramUsageMiB = Font::getTotalMemUsage() / 1024.0f / 1024.0f;
ss << "\nFont VRAM: " << fontVramUsageMiB
<< " MiB\nTexture VRAM: " << textureVramUsageMiB
<< " MiB\nMax Texture VRAM: " << textureTotalUsageMiB << " MiB";
mFrameDataText = std::unique_ptr<TextCache>(mDefaultFonts.at(0)->buildTextCache(
ss.str(), Renderer::getScreenWidth() * 0.02f, Renderer::getScreenHeight() * 0.02f,
0xFF00FFFF, 1.3f));
}
mFrameTimeElapsed = 0;
mFrameCountElapsed = 0;
}
mTimeSinceLastInput += deltaTime;
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// If there is a popup notification queued, then display it.
if (mInfoPopupQueue.size() > 0) {
bool popupIsRunning = false;
// If uncommenting the following, new popups will not be displayed until the one
// currently shown has reached its display duration. This will be used later when
// support for multiple GuiInfoPopup notifications is implemented.
// if (mInfoPopup != nullptr && mInfoPopup->isRunning())
// popupIsRunning = true;
if (!popupIsRunning) {
delete mInfoPopup;
mInfoPopup = new GuiInfoPopup(this, mInfoPopupQueue.front().first,
mInfoPopupQueue.front().second);
mInfoPopupQueue.pop();
}
}
if (peekGui())
peekGui()->update(deltaTime);
// If the theme set changed, we need to update the background once so that the camera
// will be moved. This is required as theme set changes always makes a transition to
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// the system view. If we wouldn't make this update, the camera movement would take
// place once the menu has been closed.
if (mChangedThemeSet && mGuiStack.size() > 1) {
mGuiStack.front()->update(deltaTime);
mChangedThemeSet = false;
}
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if (mMediaViewer && mRenderMediaViewer)
mMediaViewer->update(deltaTime);
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if (mLaunchScreen && mRenderLaunchScreen)
mLaunchScreen->update(deltaTime);
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if (mScreensaver && mRenderScreensaver)
mScreensaver->update(deltaTime);
}
bool Window::isBackgroundDimmed()
{
return !mGuiStack.empty() && (mGuiStack.front() != mGuiStack.back() || mRenderLaunchScreen);
}
void Window::render()
{
glm::mat4 trans{Renderer::getIdentity()};
mRenderedHelpPrompts = false;
// Draw only bottom and top of GuiStack (if they are different).
if (!mGuiStack.empty()) {
auto& bottom = mGuiStack.front();
auto& top = mGuiStack.back();
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if (mRenderMediaViewer || mRenderScreensaver) {
bottom->cancelAllAnimations();
bottom->stopAllAnimations();
}
// Don't render the system view or gamelist view if the media viewer is active or if the
// video or slideshow screensaver is running. The exception is if the fallback screensaver
// is active due to a lack of videos or images.
bool renderBottom = true;
if (mRenderMediaViewer)
renderBottom = false;
else if (mRenderScreensaver && mScreensaver->isFallbackScreensaver())
renderBottom = true;
else if (mRenderScreensaver &&
Settings::getInstance()->getString("ScreensaverType") == "video")
renderBottom = false;
else if (mRenderScreensaver &&
Settings::getInstance()->getString("ScreensaverType") == "slideshow")
renderBottom = false;
if (renderBottom)
bottom->render(trans);
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if (bottom != top || mRenderLaunchScreen) {
#if defined(USE_OPENGL_21)
if (!mCachedBackground) {
// Generate a cache texture of the shaded background when opening the menu, which
// will remain valid until the menu is closed. This is way faster than having to
// render the shaders for every frame.
#if (CLOCK_BACKGROUND_CREATION)
const auto backgroundStartTime = std::chrono::system_clock::now();
#endif
std::shared_ptr<TextureResource> mPostprocessedBackground;
mPostprocessedBackground = TextureResource::get("");
unsigned char* processedTexture =
new unsigned char[Renderer::getScreenWidth() * Renderer::getScreenHeight() * 4];
// De-focus the background using multiple passes of gaussian blur, with the number
// of iterations relative to the screen resolution.
Renderer::shaderParameters backgroundParameters;
if (Settings::getInstance()->getBool("MenuBlurBackground")) {
float heightModifier = Renderer::getScreenHeightModifier();
// clang-format off
if (heightModifier < 1)
backgroundParameters.blurPasses = 2; // Below 1080
else if (heightModifier >= 4)
backgroundParameters.blurPasses = 12; // 8K
else if (heightModifier >= 2.9)
backgroundParameters.blurPasses = 10; // 6K
else if (heightModifier >= 2.6)
backgroundParameters.blurPasses = 8; // 5K
else if (heightModifier >= 2)
backgroundParameters.blurPasses = 5; // 4K
else if (heightModifier >= 1.3)
backgroundParameters.blurPasses = 3; // 1440
else if (heightModifier >= 1)
backgroundParameters.blurPasses = 2; // 1080
// clang-format on
// Also dim the background slightly.
backgroundParameters.fragmentDimValue = 0.60f;
Renderer::shaderPostprocessing(Renderer::SHADER_BLUR_HORIZONTAL |
Renderer::SHADER_BLUR_VERTICAL |
Renderer::SHADER_DIM,
backgroundParameters, processedTexture);
}
else {
// Dim the background slightly.
backgroundParameters.fragmentDimValue = 0.60f;
Renderer::shaderPostprocessing(Renderer::SHADER_DIM, backgroundParameters,
processedTexture);
}
mPostprocessedBackground->initFromPixels(
processedTexture, Renderer::getScreenWidth(), Renderer::getScreenHeight());
mBackgroundOverlay->setImage(mPostprocessedBackground);
// The following is done to avoid fading in if the cached image was
// invalidated (rather than the menu being opened).
if (mInvalidatedCachedBackground) {
mBackgroundOverlayOpacity = 255;
mInvalidatedCachedBackground = false;
}
else {
mBackgroundOverlayOpacity = 25;
}
delete[] processedTexture;
mCachedBackground = true;
#if (CLOCK_BACKGROUND_CREATION)
const auto backgroundEndTime = std::chrono::system_clock::now();
LOG(LogDebug) << "Window::render(): Time to create cached background: "
<< std::chrono::duration_cast<std::chrono::milliseconds>(
backgroundEndTime - backgroundStartTime)
.count()
<< " ms";
#endif
}
// Fade in the cached background if the menu opening effect has been set to scale-up.
if (Settings::getInstance()->getString("MenuOpeningEffect") == "scale-up") {
mBackgroundOverlay->setOpacity(mBackgroundOverlayOpacity);
if (mBackgroundOverlayOpacity < 255)
mBackgroundOverlayOpacity = glm::clamp(mBackgroundOverlayOpacity + 30, 0, 255);
}
#endif // USE_OPENGL_21
mBackgroundOverlay->render(trans);
// Scale-up menu opening effect.
if (Settings::getInstance()->getString("MenuOpeningEffect") == "scale-up") {
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if (mTopScale < 1.0f) {
mTopScale = glm::clamp(mTopScale + 0.07f, 0.0f, 1.0f);
glm::vec2 topCenter{top->getCenter()};
top->setOrigin(0.5f, 0.5f);
top->setPosition(topCenter.x, topCenter.y, 0.0f);
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top->setScale(mTopScale);
}
}
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if (!mRenderLaunchScreen)
top->render(trans);
}
else {
mCachedBackground = false;
mTopScale = 0.5f;
}
}
// Render the quick list scrolling overlay, which is triggered in IList.
if (mListScrollOpacity != 0) {
Renderer::setMatrix(Renderer::getIdentity());
Renderer::drawRect(0.0f, 0.0f, static_cast<float>(Renderer::getScreenWidth()),
static_cast<float>(Renderer::getScreenHeight()),
0x00000000 | mListScrollOpacity, 0x00000000 | mListScrollOpacity);
glm::vec2 offset{mListScrollFont->sizeText(mListScrollText)};
offset.x = (Renderer::getScreenWidth() - offset.x) * 0.5f;
offset.y = (Renderer::getScreenHeight() - offset.y) * 0.5f;
TextCache* cache = mListScrollFont->buildTextCache(mListScrollText, offset.x, offset.y,
0xFFFFFF00 | mListScrollOpacity);
mListScrollFont->renderTextCache(cache);
delete cache;
}
if (!mRenderedHelpPrompts)
mHelp->render(trans);
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unsigned int screensaverTimer =
static_cast<unsigned int>(Settings::getInstance()->getInt("ScreensaverTimer"));
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if (mTimeSinceLastInput >= screensaverTimer && screensaverTimer != 0) {
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// If the media viewer is running or if a menu is open, reset the screensaver timer so
// that the screensaver won't start.
if (mRenderMediaViewer || mGuiStack.front() != mGuiStack.back())
mTimeSinceLastInput = 0;
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// If a game has been launched, reset the screensaver timer as we don't want to start
// the screensaver in the background when running a game.
else if (mGameLaunchedState)
mTimeSinceLastInput = 0;
else if (!isProcessing() && !mScreensaver->isScreensaverActive())
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startScreensaver();
}
if (mInfoPopup)
mInfoPopup->render(trans);
// Always call the screensaver render function regardless of whether the screensaver is active
// or not because it may perform a fade on transition.
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renderScreensaver();
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if (mTimeSinceLastInput >= screensaverTimer && screensaverTimer != 0) {
if (!isProcessing() && mAllowSleep && (!mScreensaver)) {
// Go to sleep.
if (mSleeping == false) {
mSleeping = true;
onSleep();
}
}
}
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if (mRenderMediaViewer)
mMediaViewer->render(trans);
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if (mRenderLaunchScreen)
mLaunchScreen->render(trans);
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if (Settings::getInstance()->getBool("DisplayGPUStatistics") && mFrameDataText) {
Renderer::setMatrix(Renderer::getIdentity());
mDefaultFonts.at(1)->renderTextCache(mFrameDataText.get());
}
}
void Window::renderLoadingScreen(std::string text)
{
glm::mat4 trans{Renderer::getIdentity()};
Renderer::setMatrix(trans);
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Renderer::drawRect(0.0f, 0.0f, static_cast<float>(Renderer::getScreenWidth()),
static_cast<float>(Renderer::getScreenHeight()), 0x000000FF, 0x000000FF);
ImageComponent splash(this, true);
splash.setImage(":/graphics/splash.svg");
splash.setResize(Renderer::getScreenWidth() * 0.6f, 0.0f);
splash.setPosition((Renderer::getScreenWidth() - splash.getSize().x) / 2.0f,
(Renderer::getScreenHeight() - splash.getSize().y) / 2.0f * 0.6f);
splash.render(trans);
auto& font = mDefaultFonts.at(1);
TextCache* cache = font->buildTextCache(text, 0.0f, 0.0f, 0x656565FF);
float x = std::round((Renderer::getScreenWidth() - cache->metrics.size.x) / 2.0f);
float y = std::round(Renderer::getScreenHeight() * 0.835f);
trans = glm::translate(trans, glm::vec3{x, y, 0.0f});
Renderer::setMatrix(trans);
font->renderTextCache(cache);
delete cache;
Renderer::swapBuffers();
}
void Window::renderListScrollOverlay(unsigned char opacity, const std::string& text)
{
mListScrollOpacity = static_cast<unsigned char>(opacity * 0.6f);
mListScrollText = text;
}
void Window::renderHelpPromptsEarly()
{
mHelp->render(Renderer::getIdentity());
mRenderedHelpPrompts = true;
}
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void Window::setHelpPrompts(const std::vector<HelpPrompt>& prompts, const HelpStyle& style)
{
mHelp->clearPrompts();
mHelp->setStyle(style);
std::vector<HelpPrompt> addPrompts;
std::map<std::string, bool> inputSeenMap;
std::map<std::string, int> mappedToSeenMap;
for (auto it = prompts.cbegin(); it != prompts.cend(); it++) {
// Only add it if the same icon hasn't already been added.
if (inputSeenMap.emplace(it->first, true).second) {
// This symbol hasn't been seen yet, what about the action name?
auto mappedTo = mappedToSeenMap.find(it->second);
if (mappedTo != mappedToSeenMap.cend()) {
// Yes, it has!
// Can we combine? (dpad only).
if ((it->first == "up/down" &&
addPrompts.at(mappedTo->second).first != "left/right") ||
(it->first == "left/right" &&
addPrompts.at(mappedTo->second).first != "up/down")) {
// Yes.
addPrompts.at(mappedTo->second).first = "up/down/left/right";
}
else {
addPrompts.push_back(*it);
}
}
else {
mappedToSeenMap.emplace(it->second, static_cast<int>(addPrompts.size()));
addPrompts.push_back(*it);
}
}
}
// Sort prompts so it goes [dpad_all] [dpad_u/d] [dpad_l/r] [a/b/x/y/l/r] [start/back].
std::sort(addPrompts.begin(), addPrompts.end(),
[](const HelpPrompt& a, const HelpPrompt& b) -> bool {
static const std::vector<std::string> map = {"up/down/left/right",
"up/down",
"left/right",
"a",
"b",
"x",
"y",
"r",
"l",
"rt",
"lt",
"start",
"back"};
int i = 0;
int aVal = 0;
int bVal = 0;
while (i < static_cast<int>(map.size())) {
if (a.first == map[i])
aVal = i;
if (b.first == map[i])
bVal = i;
i++;
}
return aVal > bVal;
});
mHelp->setPrompts(addPrompts);
}
void Window::reloadHelpPrompts()
{
if (mHelp) {
delete mHelp;
mHelp = new HelpComponent(this);
}
}
void Window::stopInfoPopup()
{
if (mInfoPopup)
mInfoPopup->stop();
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if (mInfoPopupQueue.size() > 0)
std::queue<std::pair<std::string, int>>().swap(mInfoPopupQueue);
}
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void Window::startScreensaver()
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{
if (mScreensaver && !mRenderScreensaver) {
// Tell the GUI components the screensaver is starting.
for (auto it = mGuiStack.cbegin(); it != mGuiStack.cend(); it++)
(*it)->onScreensaverActivate();
setAllowTextScrolling(false);
mScreensaver->startScreensaver(true);
mRenderScreensaver = true;
}
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}
bool Window::stopScreensaver()
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{
if (mScreensaver && mRenderScreensaver) {
mScreensaver->stopScreensaver();
mRenderScreensaver = false;
setAllowTextScrolling(true);
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// Tell the GUI components the screensaver has stopped.
for (auto it = mGuiStack.cbegin(); it != mGuiStack.cend(); it++) {
(*it)->onScreensaverDeactivate();
// If the menu is open, pause the video so it won't start playing beneath the menu.
if (mGuiStack.front() != mGuiStack.back())
(*it)->onPauseVideo();
}
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return true;
}
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return false;
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}
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void Window::renderScreensaver()
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{
if (mScreensaver)
mScreensaver->renderScreensaver();
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}
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void Window::startMediaViewer(FileData* game)
{
if (mMediaViewer) {
if (mMediaViewer->startMediaViewer(game)) {
setAllowTextScrolling(false);
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mRenderMediaViewer = true;
}
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}
}
void Window::stopMediaViewer()
{
if (mMediaViewer) {
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mMediaViewer->stopMediaViewer();
setAllowTextScrolling(true);
}
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mRenderMediaViewer = false;
}
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void Window::displayLaunchScreen(FileData* game)
{
if (mLaunchScreen) {
mLaunchScreen->displayLaunchScreen(game);
mRenderLaunchScreen = true;
}
}
void Window::closeLaunchScreen()
{
if (mLaunchScreen)
mLaunchScreen->closeLaunchScreen();
mRenderLaunchScreen = false;
}
void Window::increaseVideoPlayerCount()
{
mVideoCountMutex.lock();
mVideoPlayerCount++;
mVideoCountMutex.unlock();
}
void Window::decreaseVideoPlayerCount()
{
mVideoCountMutex.lock();
mVideoPlayerCount--;
mVideoCountMutex.unlock();
}
int Window::getVideoPlayerCount()
{
int videoPlayerCount;
mVideoCountMutex.lock();
videoPlayerCount = mVideoPlayerCount;
mVideoCountMutex.unlock();
return videoPlayerCount;
}
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void Window::setLaunchedGame()
{
// Tell the GUI components that a game has been launched.
for (auto it = mGuiStack.cbegin(); it != mGuiStack.cend(); it++)
(*it)->onGameLaunchedActivate();
mGameLaunchedState = true;
}
void Window::unsetLaunchedGame()
{
// Tell the GUI components that the user is back in ES-DE again.
for (auto it = mGuiStack.cbegin(); it != mGuiStack.cend(); it++)
(*it)->onGameLaunchedDeactivate();
mGameLaunchedState = false;
}
void Window::invalidateCachedBackground()
{
mCachedBackground = false;
mInvalidatedCachedBackground = true;
}
bool Window::isProcessing()
{
return count_if(mGuiStack.cbegin(), mGuiStack.cend(),
[](GuiComponent* c) { return c->isProcessing(); }) > 0;
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}