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

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//
// Window.h
//
// Window management, screensaver and help prompts.
//
#ifndef ES_CORE_WINDOW_H
#define ES_CORE_WINDOW_H
#include "resources/TextureResource.h"
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#include "HelpPrompt.h"
#include "InputConfig.h"
#include "Settings.h"
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#include <memory>
class FileData;
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class Font;
class GuiComponent;
class HelpComponent;
class ImageComponent;
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class InputConfig;
class TextCache;
class Transform4x4f;
struct HelpStyle;
class Window
{
public:
class ScreenSaver
{
public:
virtual void startScreenSaver() = 0;
virtual void stopScreenSaver() = 0;
virtual void nextGame() = 0;
virtual void renderScreenSaver() = 0;
virtual bool allowSleep() = 0;
virtual void update(int deltaTime) = 0;
virtual bool isScreenSaverActive() = 0;
virtual FileData* getCurrentGame() = 0;
virtual void launchGame() = 0;
virtual void resetCounts() = 0;
virtual unsigned int getVideoCount() = 0;
};
class InfoPopup
{
public:
virtual void render(const Transform4x4f& parentTrans) = 0;
virtual void stop() = 0;
virtual ~InfoPopup() {};
};
Window();
~Window();
void pushGui(GuiComponent* gui);
void removeGui(GuiComponent* gui);
GuiComponent* peekGui();
inline int getGuiStackSize() { return (int)mGuiStack.size(); }
void textInput(const char* text);
void input(InputConfig* config, Input input);
void update(int deltaTime);
void render();
bool init();
void deinit();
void normalizeNextUpdate();
inline bool isSleeping() const { return mSleeping; }
bool getAllowSleep();
void setAllowSleep(bool sleep);
void renderLoadingScreen(std::string text);
void renderHelpPromptsEarly(); // Used to render HelpPrompts before a fade.
void setHelpPrompts(const std::vector<HelpPrompt>& prompts, const HelpStyle& style);
void setScreenSaver(ScreenSaver* screenSaver) { mScreenSaver = screenSaver; }
void setInfoPopup(InfoPopup* infoPopup) { delete mInfoPopup; mInfoPopup = infoPopup; }
inline void stopInfoPopup() { if (mInfoPopup) mInfoPopup->stop(); };
void startScreenSaver();
bool cancelScreenSaver();
void renderScreenSaver();
bool isScreenSaverActive() { return mRenderScreenSaver; };
void setLaunchedGame();
void unsetLaunchedGame();
bool getGameLaunchedState() { return mGameLaunchedState; };
void invalidateCachedBackground() { mCachedBackground = false; };
private:
void onSleep();
void onWake();
// Returns true if at least one component on the stack is processing.
bool isProcessing();
HelpComponent* mHelp;
ImageComponent* mBackgroundOverlay;
ScreenSaver* mScreenSaver;
InfoPopup* mInfoPopup;
bool mRenderScreenSaver;
bool mGameLaunchedState;
std::vector<GuiComponent*> mGuiStack;
std::vector<std::shared_ptr<Font>> mDefaultFonts;
int mFrameTimeElapsed;
int mFrameCountElapsed;
int mAverageDeltaTime;
std::unique_ptr<TextCache> mFrameDataText;
bool mNormalizeNextUpdate;
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float mSaturationAmount;
unsigned char mTopOpacity;
float mTopScale;
float mDimValue;
bool mCachedBackground;
bool mAllowSleep;
bool mSleeping;
unsigned int mTimeSinceLastInput;
bool mRenderedHelpPrompts;
};
#endif // ES_CORE_WINDOW_H