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

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// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// UIModeController.cpp
//
// Handling of application user interface modes (full, kiosk and kid).
// This includes switching the mode when the UI mode passkey is used.
//
#include "UIModeController.h"
#include "utils/StringUtil.h"
#include "views/ViewController.h"
#include "FileFilterIndex.h"
#include "Log.h"
#include "SystemData.h"
#include "Window.h"
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UIModeController* UIModeController::sInstance = nullptr;
UIModeController* UIModeController::getInstance()
{
if (sInstance == nullptr)
sInstance = new UIModeController();
return sInstance;
}
void UIModeController::deinit()
{
if (sInstance) {
delete sInstance;
sInstance = nullptr;
}
}
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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");
// UI mode was changed.
if (uimode != mCurrentUIMode && !ViewController::get()->isCameraMoving()) {
mCurrentUIMode = uimode;
// Reset filters and sort gamelists (which will update the game counter).
for (auto it = SystemData::sSystemVector.cbegin(); it !=
SystemData::sSystemVector.cend(); it++) {
(*it)->sortSystem(true);
(*it)->getIndex()->resetFilters();
if ((*it)->getThemeFolder() == "custom-collections") {
for (FileData* customSystem :
(*it)->getRootFolder()->getChildrenListToDisplay())
customSystem->getSystem()->getIndex()->resetFilters();
}
}
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()->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 == static_cast<int>(mPassKeySequence.length())) {
unlockUIMode();
return true;
}
return false;
}
bool UIModeController::inputIsMatch(InputConfig* config, Input input)
{
for (auto valstring : mInputVals) {
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(LogInfo) << "Passkey sequence completed, switching UI mode to Full";
Settings::getInstance()->setString("UIMode", "full");
Settings::getInstance()->saveFile();
mPassKeyCounter = 0;
}
bool UIModeController::isUIModeFull()
{
return ((mCurrentUIMode == "full" || (isUIModeKid() &&
Settings::getInstance()->getBool("EnableMenuKidMode")))
&& !Settings::getInstance()->getBool("ForceKiosk"));
}
bool UIModeController::isUIModeKid()
{
return (Settings::getInstance()->getBool("ForceKid") ||
((mCurrentUIMode == "kid") && !Settings::getInstance()->getBool("ForceKiosk")));
}
bool UIModeController::isUIModeKiosk()
{
return (Settings::getInstance()->getBool("ForceKiosk") ||
((mCurrentUIMode == "kiosk") && !Settings::getInstance()->getBool("ForceKid")));
}
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 commas between the entries.
std::string controllerType = Settings::getInstance()->getString("InputControllerType");
std::string symbolA;
std::string symbolB;
std::string symbolX;
std::string symbolY;
if (controllerType == "snes") {
symbolA = "B";
symbolB = "A";
symbolX = "Y";
symbolY = "X";
}
else if (controllerType == "ps4" || controllerType == "ps5") {
// These symbols are far from perfect but you can at least understand what
// they are supposed to depict.
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#if defined(_MSC_VER) // MSVC compiler.
symbolA = Utils::String::wideStringToString(L"\uF00D"); // Cross.
symbolB = Utils::String::wideStringToString(L"\uF111"); // Circle
symbolX = Utils::String::wideStringToString(L"\uF04D"); // Square.
symbolY = Utils::String::wideStringToString(L"\uF0D8"); // Triangle.
#else
symbolA = "\uF00D"; // Cross.
symbolB = "\uF111"; // Circle
symbolX = "\uF04D"; // Square.
symbolY = "\uF0D8"; // Triangle.
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#endif
}
else {
// Xbox controller.
symbolA = "A";
symbolB = "B";
symbolX = "X";
symbolY = "Y";
}
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 += symbolA;
break;
case 'b':
out += symbolB;
break;
case 'x':
out += symbolX;
break;
case 'y':
out += symbolY;
break;
}
}
return out;
}
bool UIModeController::isValidInput(InputConfig* config, Input input)
{
if ((config->getMappedTo(input).size() == 0) || // Not a mapped input, so ignore it.
(!input.value)) // Not a key-down event.
return false;
else
return true;
}