ES-DE/es-app/src/views/UIModeController.cpp

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#include "UIModeController.h"
#include "utils/StringUtil.h"
#include "views/ViewController.h"
#include "Log.h"
#include "Window.h"
UIModeController * UIModeController::sInstance = NULL;
UIModeController * UIModeController::getInstance()
{
if (sInstance == NULL)
sInstance = new UIModeController();
return sInstance;
}
UIModeController::UIModeController()
:mPassKeyCounter(0)
{
mPassKeySequence = Settings::getInstance()->getString("UIMode_passkey");
mCurrentUIMode = Settings::getInstance()->getString("UIMode");
}
void UIModeController::monitorUIMode()
{
std::string uimode = Settings::getInstance()->getString("UIMode");
if (uimode != mCurrentUIMode) // UIMODE HAS CHANGED
{
mCurrentUIMode = uimode;
ViewController::get()->ReloadAndGoToStart();
}
}
bool UIModeController::listen(InputConfig * config, Input input)
{
// Reads the current input to listen for the passkey
// sequence to unlock the UI mode. The progress is saved in mPassKeyCounter
if (Settings::getInstance()->getBool("Debug"))
{
logInput(config, input);
}
if ((Settings::getInstance()->getString("UIMode") == "Full") || !isValidInput(config, input))
{
return false; // Already unlocked, or invalid input, nothing to do here.
}
if (!inputIsMatch(config, input))
{
mPassKeyCounter = 0; // current input is incorrect, reset counter
}
if (mPassKeyCounter == (mPassKeySequence.length()))
{
unlockUIMode();
return true;
}
return false;
}
bool UIModeController::inputIsMatch(InputConfig * config, Input input)
{
for (auto valstring : mInputVals)
{
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if (config->isMappedLike(valstring, input) &&
(mPassKeySequence[mPassKeyCounter] == valstring[0]))
{
mPassKeyCounter++;
return true;
}
}
return false;
}
// When we have reached the end of the list, trigger UI_mode unlock
void UIModeController::unlockUIMode()
{
LOG(LogDebug) << " UIModeController::listen(): Passkey sequence completed, switching UIMode to full";
Settings::getInstance()->setString("UIMode", "Full");
Settings::getInstance()->saveFile();
mPassKeyCounter = 0;
}
bool UIModeController::isUIModeFull()
{
return ((mCurrentUIMode == "Full") && !Settings::getInstance()->getBool("ForceKiosk"));
}
bool UIModeController::isUIModeKid()
{
return (Settings::getInstance()->getBool("ForceKid") ||
((mCurrentUIMode == "Kid") && !Settings::getInstance()->getBool("ForceKiosk")));
}
std::string UIModeController::getFormattedPassKeyStr()
{
// supported sequence-inputs: u (up), d (down), l (left), r (right), a, b, x, y
std::string out = "";
for (auto c : mPassKeySequence)
{
out += (out == "") ? "" : ", "; // add a comma after the first entry
switch (c)
{
case 'u':
out += Utils::String::unicode2Chars(0x2191); // arrow pointing up
break;
case 'd':
out += Utils::String::unicode2Chars(0x2193); // arrow pointing down
break;
case 'l':
out += Utils::String::unicode2Chars(0x2190); // arrow pointing left
break;
case 'r':
out += Utils::String::unicode2Chars(0x2192); // arrow pointing right
break;
case 'a':
out += "A";
break;
case 'b':
out += "B";
break;
case 'x':
out += "X";
break;
case 'y':
out += "Y";
break;
}
}
return out;
}
void UIModeController::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) << "UIModeController::logInput( " << config->getDeviceName() <<" ):" << input.string() << ", isMappedTo= " << mapname << ", value=" << input.value;
}
bool UIModeController::isValidInput(InputConfig * config, Input input)
{
if((config->getMappedTo(input).size() == 0) || // not a mapped input, so ignore.
(input.type == TYPE_HAT) || // ignore all HAT inputs
(!input.value)) // not a key-down event
{
return false;
}
else
{
return true;
}
}