ES-DE/es-app/src/guis/GuiMenu.cpp

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//
// GuiMenu.cpp
//
// Main menu.
// Some submenus are covered in separate source files.
//
#include "guis/GuiMenu.h"
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#include "components/OptionListComponent.h"
#include "components/SliderComponent.h"
#include "components/SwitchComponent.h"
#include "guis/GuiCollectionSystemsOptions.h"
#include "guis/GuiComplexTextEditPopup.h"
#include "guis/GuiDetectDevice.h"
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#include "guis/GuiGeneralScreensaverOptions.h"
#include "guis/GuiMsgBox.h"
#include "guis/GuiScraperMenu.h"
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#include "guis/GuiSettings.h"
#include "views/UIModeController.h"
#include "views/ViewController.h"
#include "views/gamelist/IGameListView.h"
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#include "CollectionSystemManager.h"
#include "EmulationStation.h"
#include "FileSorts.h"
#include "Platform.h"
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#include "Scripting.h"
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#include "SystemData.h"
#include "VolumeControl.h"
Changed Audio settings to be much more flexible Changed the selectable options for EmulationStation audio mixer (called AudioDevice in EmulationStation) to be a greater range of selectable options within Linux and RPi so that it is a lot more flexible and will work with any aftermarket add-on audio cards and RPi Audio HATs. Hopefully this gives people the flexibility that they need in order to avoid the issues people have with unusual RPi audio setups. Added the ability to select the audio card as well, by surfacing the audio card under the Audio Card setting. It was previously forced to 'default' for all linux users, which was too restrictive in some instances. This change now adds flexbility to support additional Linux and RPi Audio Cards. This option will only be available on Linux (and therefore RPi) as Windows uses a different audio subsystem. CHOOSING AUDIO ON LINUX AND RPi You now select which ALSA Audio Card you want EmulationStation to use by choosing the relevant AUDIO CARD option. If your one is not listed then you can add a custom one in the es_settings.cfg file (see below). You then select which ALSA Audio Mixer Control from that Audio Card that you want EmulationStation to use, by choosing the relevant AUDIO DEVICE option. (I kept the name AUDIO DEVICE as that what EmulationStation previously used to describe an Audio Mixer.) If your mixer name is not listed then you can add a custom one in the es_settings.cfg file (see below). ADDING A CUSTOM AUDIO CARD OR AUDIO DEVICE In addition I added the ability to manually change the setting in es_settings.cfg to add anything custom that you want. This will give advanced users enough extra power that should avoid even the most strange setups. Step 1: To add a custom Audio Card, edit the "AudioCard" setting and replace the value with the name of your Audio Card. You can find this out by opening a terminal window and running 'aplay -L'. This will generate a list of Audio Cards similar to the one below: pi@raspberrypi:~ $ aplay -L null Discard all samples (playback) or generate zero samples (capture) default:CARD=sndrpijustboomd snd_rpi_justboom_dac, Default Audio Device sysdefault:CARD=sndrpijustboomd snd_rpi_justboom_dac, Default Audio Device dmix:CARD=sndrpijustboomd,DEV=0 snd_rpi_justboom_dac, Direct sample mixing device dsnoop:CARD=sndrpijustboomd,DEV=0 snd_rpi_justboom_dac, Direct sample snooping device hw:CARD=sndrpijustboomd,DEV=0 snd_rpi_justboom_dac, Direct hardware device without any conversions plughw:CARD=sndrpijustboomd,DEV=0 snd_rpi_justboom_dac, Hardware device with all software conversions Select any one of the Audio Cards listed by using the first word on the line in your AudioCard settings in the es_settings.cfg, e.g. <string name="AudioCard" value="default" /> NOTE: If the AudioCard value is not listed, please either close and reopen EmulationStation (the settings is created upon close if it doesn't exist), or add it manually to the es_settings.cfg file. Step 2: To add a custom Audio Device (mixer), edit the "AudioDevice" setting and replace the value with the name of your Audio Device. You can get a list off avilable Audio Devices on the Audio Card by opening a terminal window and running 'amixer scontrols -D <AudioCard>', where <AudioCard> is replaced with the name of your Audio Card that you found in Step 1. This command will generate a list of Audio Devices (mixers) that you can use in the AudioDevice setting in the es_settings.cfg file, e.g. pi@raspberrypi:~ $ amixer scontrols -D default Simple mixer control 'DSP Program',0 Simple mixer control 'Analogue',0 Simple mixer control 'Analogue Playback Boost',0 Simple mixer control 'Auto Mute',0 Simple mixer control 'Auto Mute Mono',0 Simple mixer control 'Auto Mute Time Left',0 Simple mixer control 'Auto Mute Time Right',0 Simple mixer control 'Clock Missing Period',0 Simple mixer control 'Deemphasis',0 Simple mixer control 'Digital',0 Simple mixer control 'Max Overclock DAC',0 Simple mixer control 'Max Overclock DSP',0 Simple mixer control 'Max Overclock PLL',0 Simple mixer control 'Volume Ramp Down Emergency Rate',0 Simple mixer control 'Volume Ramp Down Emergency Step',0 Simple mixer control 'Volume Ramp Down Rate',0 Simple mixer control 'Volume Ramp Down Step',0 Simple mixer control 'Volume Ramp Up Rate',0 Simple mixer control 'Volume Ramp Up Step',0 Select any one of the Simple mixer controls listed by using the name within the quotes within the AudioDevice setting in your es_settings.cfg file, e.g. <string name="AudioDevice" value="Digital" /> Using the example above, the following two settings within the es_settings.cfg file will use the 'default' Audio Card to play sounds, and will use the 'Digital' mixer (Audio Device) to control the volume. <string name="AudioCard" value="default" /> <string name="AudioDevice" value="Digital" /> NOTE: Any custom manually used settings will be overwritten if you select any of the other options in the GUI and exit the Sound Settings window, as the Sound Settings GUI window overwrites the es_settings.cfg options when you exit the window. Fix latest package renames fonts-droid is now fonts-droid-fallback vlc-nox is now vlc-bin Fixed up whitespacing to project tab standard Had not paid enough attention and had accidentally provided whitespacing in spaces rather than the project standard of tabs. This change fixes some additional use of spaces to ensure all the code in the two files now uses tabs. Vero4k autodetection and volume mixer fix
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#include <algorithm>
#include <SDL2/SDL_events.h>
GuiMenu::GuiMenu(Window* window) : GuiComponent(window),
mMenu(window, "MAIN MENU"), mVersion(window)
{
bool isFullUI = UIModeController::getInstance()->isUIModeFull();
if (isFullUI)
addEntry("SCRAPER", 0x777777FF, true, [this] { openScraperSettings(); });
if (isFullUI)
addEntry("UI SETTINGS", 0x777777FF, true, [this] { openUISettings(); });
addEntry("SOUND SETTINGS", 0x777777FF, true, [this] { openSoundSettings(); });
if (isFullUI)
addEntry("GAME COLLECTION SETTINGS", 0x777777FF, true, [this] {
openCollectionSystemSettings(); });
if (isFullUI)
addEntry("OTHER SETTINGS", 0x777777FF, true, [this] { openOtherSettings(); });
if (isFullUI)
addEntry("CONFIGURE INPUT", 0x777777FF, true, [this] { openConfigInput(); });
addEntry("QUIT", 0x777777FF, true, [this] {openQuitMenu(); });
addChild(&mMenu);
addVersionInfo();
setSize(mMenu.getSize());
setPosition((Renderer::getScreenWidth() - mSize.x()) / 2,
Renderer::getScreenHeight() * 0.15f);
}
void GuiMenu::openScraperSettings()
{
// Open the scrape menu.
mWindow->pushGui(new GuiScraperMenu(mWindow));
}
void GuiMenu::openSoundSettings()
{
auto s = new GuiSettings(mWindow, "SOUND SETTINGS");
// TEMPORARY - Hide the volume slider on macOS until the volume control logic
// has been implemented for this operating system.
#if !defined(__APPLE__)
// System volume.
auto volume = std::make_shared<SliderComponent>(mWindow, 0.f, 100.f, 1.f, "%");
volume->setValue((float)VolumeControl::getInstance()->getVolume());
s->addWithLabel("SYSTEM VOLUME", volume);
s->addSaveFunc([volume] { VolumeControl::getInstance()->
setVolume((int)Math::round(volume->getValue())); });
#endif
if (UIModeController::getInstance()->isUIModeFull()) {
// The ALSA Audio Card and Audio Device selection code is disabled at the moment.
// As PulseAudio controls the sound devices for the desktop environment, it doesn't
// make much sense to be able to select ALSA devices directly. Normally (always?)
// the selection doesn't make any difference at all. But maybe some PulseAudio
// settings could be added later on, if needed.
// The code is still active for Raspberry Pi though as I'm not sure if this is
// useful for that device.
// #if defined(__linux__)
#if defined(_RPI_)
// audio card
auto audio_card = std::make_shared<OptionListComponent<std::string>>
(mWindow, getHelpStyle(), "AUDIO CARD", false);
std::vector<std::string> audio_cards;
#if defined(_RPI_)
// RPi Specific Audio Cards
audio_cards.push_back("local");
audio_cards.push_back("hdmi");
audio_cards.push_back("both");
#endif
audio_cards.push_back("default");
audio_cards.push_back("sysdefault");
audio_cards.push_back("dmix");
audio_cards.push_back("hw");
audio_cards.push_back("plughw");
audio_cards.push_back("null");
if (Settings::getInstance()->getString("AudioCard") != "") {
if (std::find(audio_cards.begin(), audio_cards.end(),
Settings::getInstance()->getString("AudioCard")) == audio_cards.end()) {
audio_cards.push_back(Settings::getInstance()->getString("AudioCard"));
}
}
for (auto ac = audio_cards.cbegin(); ac != audio_cards.cend(); ac++)
audio_card->add(*ac, *ac, Settings::getInstance()->getString("AudioCard") == *ac);
s->addWithLabel("AUDIO CARD", audio_card);
s->addSaveFunc([audio_card] {
Settings::getInstance()->setString("AudioCard", audio_card->getSelected());
VolumeControl::getInstance()->deinit();
VolumeControl::getInstance()->init();
});
// Volume control device.
auto vol_dev = std::make_shared<OptionListComponent<std::string>>
(mWindow, getHelpStyle(), "AUDIO DEVICE", false);
std::vector<std::string> transitions;
transitions.push_back("PCM");
transitions.push_back("Speaker");
transitions.push_back("Master");
transitions.push_back("Digital");
transitions.push_back("Analogue");
if (Settings::getInstance()->getString("AudioDevice") != "") {
if (std::find(transitions.begin(), transitions.end(),
Settings::getInstance()->getString("AudioDevice")) == transitions.end()) {
transitions.push_back(Settings::getInstance()->getString("AudioDevice"));
}
}
for (auto it = transitions.cbegin(); it != transitions.cend(); it++)
vol_dev->add(*it, *it, Settings::getInstance()->getString("AudioDevice") == *it);
s->addWithLabel("AUDIO DEVICE", vol_dev);
s->addSaveFunc([vol_dev] {
Settings::getInstance()->setString("AudioDevice", vol_dev->getSelected());
VolumeControl::getInstance()->deinit();
VolumeControl::getInstance()->init();
});
#endif
#if defined(_RPI_)
// OMX player Audio Device
auto omx_audio_dev = std::make_shared<OptionListComponent<std::string>>
(mWindow, getHelpStyle(), "OMX PLAYER AUDIO DEVICE", false);
std::vector<std::string> omx_cards;
// RPi Specific Audio Cards
omx_cards.push_back("local");
omx_cards.push_back("hdmi");
omx_cards.push_back("both");
omx_cards.push_back("alsa:hw:0,0");
omx_cards.push_back("alsa:hw:1,0");
if (Settings::getInstance()->getString("OMXAudioDev") != "") {
if (std::find(omx_cards.begin(), omx_cards.end(),
Settings::getInstance()->getString("OMXAudioDev")) == omx_cards.end()) {
omx_cards.push_back(Settings::getInstance()->getString("OMXAudioDev"));
}
}
for (auto it = omx_cards.cbegin(); it != omx_cards.cend(); it++)
omx_audio_dev->add(*it, *it, Settings::getInstance()->getString("OMXAudioDev") == *it);
s->addWithLabel("OMX PLAYER AUDIO DEVICE", omx_audio_dev);
s->addSaveFunc([omx_audio_dev] {
if (Settings::getInstance()->getString("OMXAudioDev") != omx_audio_dev->getSelected())
Settings::getInstance()->setString("OMXAudioDev", omx_audio_dev->getSelected());
});
#endif
// Video audio.
auto video_audio = std::make_shared<SwitchComponent>(mWindow);
video_audio->setState(Settings::getInstance()->getBool("GamelistVideoAudio"));
s->addWithLabel("PLAY AUDIO FOR VIDEO FILES IN GAMELIST VIEWS", video_audio);
s->addSaveFunc([video_audio] { Settings::getInstance()->setBool("GamelistVideoAudio",
video_audio->getState()); });
// Navigation sounds.
auto navigation_sounds = std::make_shared<SwitchComponent>(mWindow);
navigation_sounds->setState(Settings::getInstance()->
getBool("NavigationSounds"));
s->addWithLabel("NAVIGATION SOUNDS", navigation_sounds);
s->addSaveFunc([navigation_sounds] {
if (navigation_sounds->getState() &&
!Settings::getInstance()->getBool("NavigationSounds") &&
PowerSaver::getMode() == PowerSaver::INSTANT) {
Settings::getInstance()->setString("PowerSaverMode", "default");
PowerSaver::init();
}
Settings::getInstance()->setBool("NavigationSounds",
navigation_sounds->getState());
});
}
mWindow->pushGui(s);
}
void GuiMenu::openUISettings()
{
auto s = new GuiSettings(mWindow, "UI SETTINGS");
// Optionally start in selected system/gamelist.
auto systemfocus_list = std::make_shared<OptionListComponent<std::string>>
(mWindow, getHelpStyle(), "GAMELIST ON STARTUP", false);
systemfocus_list->add("NONE", "", Settings::getInstance()->getString("StartupSystem") == "");
for (auto it = SystemData::sSystemVector.cbegin();
it != SystemData::sSystemVector.cend(); it++) {
if ("retropie" != (*it)->getName()) {
systemfocus_list->add((*it)->getName(), (*it)->getName(),
Settings::getInstance()->getString("StartupSystem") == (*it)->getName());
}
}
s->addWithLabel("GAMELIST TO SHOW ON STARTUP", systemfocus_list);
s->addSaveFunc([systemfocus_list] {
Settings::getInstance()->setString("StartupSystem", systemfocus_list->getSelected());
});
// GameList view style.
auto gamelist_style = std::make_shared<OptionListComponent<std::string>>
(mWindow, getHelpStyle(), "GAMELIST VIEW STYLE", false);
std::vector<std::string> styles;
styles.push_back("automatic");
styles.push_back("basic");
styles.push_back("detailed");
styles.push_back("video");
styles.push_back("grid");
for (auto it = styles.cbegin(); it != styles.cend(); it++)
gamelist_style->add(*it, *it, Settings::getInstance()->
getString("GamelistViewStyle") == *it);
s->addWithLabel("GAMELIST VIEW STYLE", gamelist_style);
s->addSaveFunc([gamelist_style] {
bool needReload = false;
if (Settings::getInstance()->getString("GamelistViewStyle") !=
gamelist_style->getSelected())
needReload = true;
Settings::getInstance()->setString("GamelistViewStyle", gamelist_style->getSelected());
if (needReload)
ViewController::get()->reloadAll();
});
// Transition style.
auto transition_style = std::make_shared<OptionListComponent<std::string>>
(mWindow, getHelpStyle(), "TRANSITION STYLE", false);
std::vector<std::string> transitions;
transitions.push_back("fade");
transitions.push_back("slide");
transitions.push_back("instant");
for (auto it = transitions.cbegin(); it != transitions.cend(); it++)
transition_style->add(*it, *it, Settings::getInstance()->
getString("TransitionStyle") == *it);
s->addWithLabel("TRANSITION STYLE", transition_style);
s->addSaveFunc([transition_style] {
if (Settings::getInstance()->getString("TransitionStyle") == "instant" &&
transition_style->getSelected() != "instant" &&
PowerSaver::getMode() == PowerSaver::INSTANT) {
Settings::getInstance()->setString("PowerSaverMode", "default");
PowerSaver::init();
}
Settings::getInstance()->setString("TransitionStyle", transition_style->getSelected());
});
// Theme selection.
auto themeSets = ThemeData::getThemeSets();
if (!themeSets.empty()) {
std::map<std::string, ThemeSet>::const_iterator selectedSet =
themeSets.find(Settings::getInstance()->getString("ThemeSet"));
if (selectedSet == themeSets.cend())
selectedSet = themeSets.cbegin();
auto theme_set = std::make_shared<OptionListComponent<std::string>>
(mWindow, getHelpStyle(), "THEME SET", false);
for (auto it = themeSets.cbegin(); it != themeSets.cend(); it++)
theme_set->add(it->first, it->first, it == selectedSet);
s->addWithLabel("THEME SET", theme_set);
Window* window = mWindow;
s->addSaveFunc([window, theme_set] {
bool needReload = false;
std::string oldTheme = Settings::getInstance()->getString("ThemeSet");
if (oldTheme != theme_set->getSelected())
needReload = true;
Settings::getInstance()->setString("ThemeSet", theme_set->getSelected());
if (needReload) {
Scripting::fireEvent("theme-changed", theme_set->getSelected(), oldTheme);
CollectionSystemManager::get()->updateSystemsList();
ViewController::get()->goToStart();
// TODO - replace this with some sort of signal-based implementation.
ViewController::get()->reloadAll();
}
});
}
// UI mode.
auto UImodeSelection = std::make_shared<OptionListComponent<std::string>>
(mWindow, getHelpStyle(), "UI MODE", false);
std::vector<std::string> UImodes = UIModeController::getInstance()->getUIModes();
for (auto it = UImodes.cbegin(); it != UImodes.cend(); it++)
UImodeSelection->add(*it, *it, Settings::getInstance()->getString("UIMode") == *it);
s->addWithLabel("UI MODE", UImodeSelection);
Window* window = mWindow;
s->addSaveFunc([ UImodeSelection, window, this] {
std::string selectedMode = UImodeSelection->getSelected();
if (selectedMode != "full") {
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std::string msg = "YOU ARE CHANGING THE UI TO A RESTRICTED MODE:\n\"" +
Utils::String::toUpper(selectedMode) + "\"\n";
msg += "THIS WILL HIDE MOST MENU OPTIONS TO PREVENT CHANGES TO THE SYSTEM.\n";
msg += "TO UNLOCK AND RETURN TO THE FULL UI, ENTER THIS CODE: \n";
msg += "\"" + UIModeController::getInstance()->getFormattedPassKeyStr() + "\"\n\n";
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msg += "DO YOU WANT TO PROCEED?";
window->pushGui(new GuiMsgBox(window, this->getHelpStyle(), msg,
"YES", [selectedMode] {
LOG(LogDebug) << "Setting UI mode to " << selectedMode;
Settings::getInstance()->setString("UIMode", selectedMode);
Settings::getInstance()->saveFile();
}, "NO",nullptr));
}
});
// Default gamelist sort order.
typedef OptionListComponent<const FileData::SortType*> SortList;
std::string sortOrder;
auto defaultSortOrder = std::make_shared<SortList>
(mWindow, getHelpStyle(), "DEFAULT SORT ORDER", false);
for (auto it = FileSorts::SortTypes.cbegin(); it != FileSorts::SortTypes.cend(); it++) {
if (it->description == Settings::getInstance()->getString("DefaultSortOrder")) {
sortOrder = it->description;
break;
}
}
// If an invalid sort order was defined in es_settings.cfg, then apply the default
// sort order 'filename, ascending'.
if (sortOrder == "")
sortOrder = "filename, ascending";
for (auto it = FileSorts::SortTypes.cbegin(); it != FileSorts::SortTypes.cend(); it++) {
const FileData::SortType& sort = *it;
if (sort.description == sortOrder)
defaultSortOrder->add(sort.description, &sort, true);
else
defaultSortOrder->add(sort.description, &sort, false);
}
s->addWithLabel("DEFAULT SORT ORDER", defaultSortOrder);
s->addSaveFunc([defaultSortOrder, sortOrder] {
std::string selectedSortOrder = defaultSortOrder.get()->getSelected()->description;
if (selectedSortOrder != sortOrder) {
Settings::getInstance()->setString("DefaultSortOrder", selectedSortOrder);
// Activate the new sort order by setting up the sort type per system
// and then resorting all gamelists.
for (auto it = SystemData::sSystemVector.cbegin(); it !=
SystemData::sSystemVector.cend(); it++) {
bool favoritesSorting;
if ((*it)->getName() == "recent")
continue;
if (CollectionSystemManager::get()->getIsCustomCollection(*it))
favoritesSorting = Settings::getInstance()->getBool("FavFirstCustom");
else
favoritesSorting = Settings::getInstance()->getBool("FavoritesFirst");
FileData* rootFolder = (*it)->getRootFolder();
rootFolder->getSystem()->setupSystemSortType(rootFolder);
rootFolder->sort(getSortTypeFromString(
rootFolder->getSortTypeString()), favoritesSorting);
ViewController::get()->reloadGameListView(*it);
// Jump to the first row of the gamelist.
IGameListView* gameList = ViewController::get()->getGameListView((*it)).get();
gameList->setCursor(gameList->getFirstEntry());
}
}
});
// Sort folders on top of the gamelists.
auto folders_on_top = std::make_shared<SwitchComponent>(mWindow);
folders_on_top->setState(Settings::getInstance()->getBool("FoldersOnTop"));
s->addWithLabel("SORT FOLDERS ON TOP OF GAMELISTS", folders_on_top);
s->addSaveFunc([folders_on_top] {
if (Settings::getInstance()->setBool("FoldersOnTop", folders_on_top->getState()))
for (auto it = SystemData::sSystemVector.cbegin(); it !=
SystemData::sSystemVector.cend(); it++) {
if ((*it)->isCollection())
continue;
FileData* rootFolder = (*it)->getRootFolder();
rootFolder->sort(getSortTypeFromString(rootFolder->getSortTypeString()),
Settings::getInstance()->getBool("FavoritesFirst"));
ViewController::get()->reloadGameListView(*it);
// Jump to the first row of the gamelist.
IGameListView* gameList = ViewController::get()->getGameListView((*it)).get();
gameList->setCursor(gameList->getFirstEntry());
}
});
// Sort favorites on top of non-favorites in the gamelists.
auto favorites_first = std::make_shared<SwitchComponent>(mWindow);
favorites_first->setState(Settings::getInstance()->getBool("FavoritesFirst"));
s->addWithLabel("SORT FAVORITE GAMES ABOVE NON-FAVORITES", favorites_first);
s->addSaveFunc([favorites_first] {
if (Settings::getInstance()->setBool("FavoritesFirst", favorites_first->getState()))
for (auto it = SystemData::sSystemVector.cbegin(); it !=
SystemData::sSystemVector.cend(); it++) {
// The favorites and recent gamelists never sort favorites on top.
if ((*it)->getName() == "favorites" || (*it)->getName() == "recent" ||
(*it)->getName() == "collections")
continue;
// Don't re-sort custom collections as they have their own option
// for whether to sort favorites on top or not (FavFirstCustom).
if (CollectionSystemManager::get()->getIsCustomCollection((*it)))
continue;
FileData* rootFolder = (*it)->getRootFolder();
rootFolder->sort(getSortTypeFromString(rootFolder->getSortTypeString()),
Settings::getInstance()->getBool("FavoritesFirst"));
ViewController::get()->reloadGameListView(*it);
// Jump to the first row of the gamelist.
IGameListView* gameList = ViewController::get()->getGameListView((*it)).get();
gameList->setCursor(gameList->getFirstEntry());
}
});
// Enable filters (ForceDisableFilters).
auto enable_filter = std::make_shared<SwitchComponent>(mWindow);
enable_filter->setState(!Settings::getInstance()->getBool("ForceDisableFilters"));
s->addWithLabel("GAMELIST FILTERS", enable_filter);
s->addSaveFunc([enable_filter] {
bool filter_is_enabled = !Settings::getInstance()->getBool("ForceDisableFilters");
Settings::getInstance()->setBool("ForceDisableFilters", !enable_filter->getState());
if (enable_filter->getState() != filter_is_enabled)
ViewController::get()->ReloadAndGoToStart();
});
// Quick system select (left/right in game list view).
auto quick_sys_select = std::make_shared<SwitchComponent>(mWindow);
quick_sys_select->setState(Settings::getInstance()->getBool("QuickSystemSelect"));
s->addWithLabel("QUICK SYSTEM SELECT", quick_sys_select);
s->addSaveFunc([quick_sys_select] { Settings::getInstance()->setBool("QuickSystemSelect",
quick_sys_select->getState()); });
// Carousel transition option.
auto move_carousel = std::make_shared<SwitchComponent>(mWindow);
move_carousel->setState(Settings::getInstance()->getBool("MoveCarousel"));
s->addWithLabel("CAROUSEL TRANSITIONS", move_carousel);
s->addSaveFunc([move_carousel] {
if (move_carousel->getState() &&
!Settings::getInstance()->getBool("MoveCarousel") &&
PowerSaver::getMode() == PowerSaver::INSTANT) {
Settings::getInstance()->setString("PowerSaverMode", "default");
PowerSaver::init();
}
Settings::getInstance()->setBool("MoveCarousel", move_carousel->getState());
});
// Show help.
auto show_help = std::make_shared<SwitchComponent>(mWindow);
show_help->setState(Settings::getInstance()->getBool("ShowHelpPrompts"));
s->addWithLabel("ON-SCREEN HELP", show_help);
s->addSaveFunc([show_help] { Settings::getInstance()->setBool("ShowHelpPrompts",
show_help->getState()); });
// Whether to show start menu in Kid Mode.
auto show_kidstartmenu = std::make_shared<SwitchComponent>(mWindow);
show_kidstartmenu->setState(Settings::getInstance()->getBool("ShowKidStartMenu"));
s->addWithLabel("SHOW START MENU IN KID MODE", show_kidstartmenu);
s->addSaveFunc([show_kidstartmenu] { Settings::getInstance()->setBool("ShowKidStartMenu",
show_kidstartmenu->getState()); });
// Screensaver.
ComponentListRow screensaver_row;
screensaver_row.elements.clear();
screensaver_row.addElement(std::make_shared<TextComponent>
(mWindow, "SCREENSAVER SETTINGS", Font::get(FONT_SIZE_MEDIUM), 0x777777FF), true);
screensaver_row.addElement(makeArrow(mWindow), false);
screensaver_row.makeAcceptInputHandler(std::bind(&GuiMenu::openScreensaverOptions, this));
s->addRow(screensaver_row);
mWindow->pushGui(s);
}
void GuiMenu::openOtherSettings()
{
auto s = new GuiSettings(mWindow, "OTHER SETTINGS");
// Maximum VRAM.
auto max_vram = std::make_shared<SliderComponent>(mWindow, 80.f, 1024.f, 8.f, "MiB");
max_vram->setValue((float)(Settings::getInstance()->getInt("MaxVRAM")));
s->addWithLabel("VRAM LIMIT", max_vram);
s->addSaveFunc([max_vram] { Settings::getInstance()->setInt("MaxVRAM",
(int)Math::round(max_vram->getValue())); });
#if defined(__unix__)
// Fullscreen mode.
auto fullscreen_mode = std::make_shared<OptionListComponent<std::string>>
(mWindow, getHelpStyle(), "FULLSCREEN MODE", false);
std::vector<std::string> screenmode;
screenmode.push_back("normal");
screenmode.push_back("borderless");
for (auto it = screenmode.cbegin(); it != screenmode.cend(); it++)
fullscreen_mode->add(*it, *it, Settings::getInstance()->getString("FullscreenMode") == *it);
s->addWithLabel("FULLSCREEN MODE (REQUIRES RESTART)", fullscreen_mode);
s->addSaveFunc([fullscreen_mode] {
if (Settings::getInstance()->getString("FullscreenMode") == "normal" &&
fullscreen_mode->getSelected() != "normal") {
Settings::getInstance()->setString("PowerSaverMode", "default");
PowerSaver::init();
}
Settings::getInstance()->setString("FullscreenMode", fullscreen_mode->getSelected());
});
#endif
// Power saver.
auto power_saver = std::make_shared<OptionListComponent<std::string>>
(mWindow, getHelpStyle(), "POWER SAVER MODES", false);
std::vector<std::string> modes;
modes.push_back("disabled");
modes.push_back("default");
modes.push_back("enhanced");
modes.push_back("instant");
for (auto it = modes.cbegin(); it != modes.cend(); it++)
power_saver->add(*it, *it, Settings::getInstance()->getString("PowerSaverMode") == *it);
s->addWithLabel("POWER SAVER MODES", power_saver);
s->addSaveFunc([this, power_saver] {
if (Settings::getInstance()->getString("PowerSaverMode") !=
"instant" && power_saver->getSelected() == "instant") {
Settings::getInstance()->setString("TransitionStyle", "instant");
Settings::getInstance()->setBool("MoveCarousel", false);
Settings::getInstance()->setBool("NavigationSounds", false);
}
Settings::getInstance()->setString("PowerSaverMode", power_saver->getSelected());
PowerSaver::init();
});
#if defined(_RPI_)
// Video Player - VideoOmxPlayer.
auto omx_player = std::make_shared<SwitchComponent>(mWindow);
omx_player->setState(Settings::getInstance()->getBool("VideoOmxPlayer"));
s->addWithLabel("USE OMX PLAYER (HW ACCELERATED)", omx_player);
s->addSaveFunc([omx_player] {
// Need to reload all views to re-create the right video components.
bool needReload = false;
if (Settings::getInstance()->getBool("VideoOmxPlayer") != omx_player->getState())
needReload = true;
Settings::getInstance()->setBool("VideoOmxPlayer", omx_player->getState());
if (needReload)
ViewController::get()->reloadAll();
});
#endif
// When to save game metadata.
auto gamelistsSaveMode = std::make_shared<OptionListComponent<std::string>>
(mWindow, getHelpStyle(), "SAVE METADATA", false);
std::vector<std::string> saveModes;
saveModes.push_back("on exit");
saveModes.push_back("always");
saveModes.push_back("never");
for (auto it = saveModes.cbegin(); it != saveModes.cend(); it++) {
gamelistsSaveMode->add(*it, *it, Settings::getInstance()->
getString("SaveGamelistsMode") == *it);
}
s->addWithLabel("WHEN TO SAVE GAME METADATA", gamelistsSaveMode);
s->addSaveFunc([gamelistsSaveMode] {
Settings::getInstance()->setString("SaveGamelistsMode", gamelistsSaveMode->getSelected());
});
// Game media directory.
ComponentListRow row;
auto mediaDirectory = std::make_shared<TextComponent>(mWindow, "GAME MEDIA DIRECTORY",
Font::get(FONT_SIZE_MEDIUM), 0x777777FF);
auto bracket = std::make_shared<ImageComponent>(mWindow);
bracket->setImage(":/graphics/arrow.svg");
bracket->setResize(Vector2f(0, Font::get(FONT_SIZE_MEDIUM)->getLetterHeight()));
row.addElement(mediaDirectory, true);
row.addElement(bracket, false);
std::string title = "ENTER GAME MEDIA DIRECTORY";
std::string mediaDirectoryStaticText = "Default directory:";
std::string defaultDirectoryText = "~/.emulationstation/downloaded_media/";
std::string initValue = Settings::getInstance()->getString("MediaDirectory");
bool multiLine = false;
auto updateVal = [](const std::string& newVal) {
Settings::getInstance()->setString("MediaDirectory", newVal);
Settings::getInstance()->saveFile();
ViewController::get()->reloadAll();
};
row.makeAcceptInputHandler([this, title, mediaDirectoryStaticText,
defaultDirectoryText, initValue, updateVal, multiLine] {
mWindow->pushGui(new GuiComplexTextEditPopup(mWindow, getHelpStyle(),
title, mediaDirectoryStaticText, defaultDirectoryText,
Settings::getInstance()->getString("MediaDirectory"),
updateVal, multiLine, "SAVE", "SAVE CHANGES?"));
});
s->addRow(row);
#if defined(_WIN64)
// Hide taskbar during ES program session.
auto hide_taskbar = std::make_shared<SwitchComponent>(mWindow);
hide_taskbar->setState(Settings::getInstance()->getBool("HideTaskbar"));
s->addWithLabel("HIDE TASKBAR (REQUIRES RESTART)", hide_taskbar);
s->addSaveFunc([hide_taskbar] { Settings::getInstance()->
setBool("HideTaskbar", hide_taskbar->getState()); });
// Run ES in the background when a game has been launched.
auto run_in_background = std::make_shared<SwitchComponent>(mWindow);
run_in_background->setState(Settings::getInstance()->getBool("RunInBackground"));
s->addWithLabel("RUN IN BACKGROUND (WHILE GAME IS LAUNCHED)", run_in_background);
s->addSaveFunc([run_in_background] { Settings::getInstance()->
setBool("RunInBackground", run_in_background->getState()); });
#endif
// Allow overriding of the launch command per game (the option to disable this is
// intended primarily for testing purposes).
auto launchcommand_override = std::make_shared<SwitchComponent>(mWindow);
launchcommand_override->setState(Settings::getInstance()->getBool("LaunchCommandOverride"));
s->addWithLabel("PER GAME LAUNCH COMMAND OVERRIDE", launchcommand_override);
s->addSaveFunc([launchcommand_override] { Settings::getInstance()->
setBool("LaunchCommandOverride", launchcommand_override->getState()); });
// Hidden files.
auto hidden_files = std::make_shared<SwitchComponent>(mWindow);
hidden_files->setState(Settings::getInstance()->getBool("ShowHiddenFiles"));
s->addWithLabel("SHOW HIDDEN FILES AND FOLDERS (REQUIRES RESTART)", hidden_files);
s->addSaveFunc([hidden_files] { Settings::getInstance()->setBool("ShowHiddenFiles",
hidden_files->getState()); });
// Hidden games.
auto hidden_games = std::make_shared<SwitchComponent>(mWindow);
hidden_games->setState(Settings::getInstance()->getBool("ShowHiddenGames"));
s->addWithLabel("SHOW HIDDEN GAMES (REQUIRES RESTART)", hidden_games);
s->addSaveFunc([hidden_games] {
Settings::getInstance()->setBool("ShowHiddenGames",
hidden_games->getState());
});
// Custom event scripts, fired using Scripting::fireEvent().
auto custom_eventscripts = std::make_shared<SwitchComponent>(mWindow);
custom_eventscripts->setState(Settings::getInstance()->getBool("CustomEventScripts"));
s->addWithLabel("CUSTOM EVENT SCRIPTS", custom_eventscripts);
s->addSaveFunc([custom_eventscripts] { Settings::getInstance()->
setBool("CustomEventScripts", custom_eventscripts->getState()); });
auto parse_gamelists = std::make_shared<SwitchComponent>(mWindow);
parse_gamelists->setState(Settings::getInstance()->getBool("ParseGamelistOnly"));
s->addWithLabel("ONLY SHOW ROMS FROM GAMELIST.XML FILES", parse_gamelists);
s->addSaveFunc([parse_gamelists] { Settings::getInstance()->
setBool("ParseGamelistOnly", parse_gamelists->getState()); });
auto local_art = std::make_shared<SwitchComponent>(mWindow);
local_art->setState(Settings::getInstance()->getBool("LocalArt"));
s->addWithLabel("DISPLAY GAME ART FROM ROM DIRECTORIES", local_art);
s->addSaveFunc([local_art] { Settings::getInstance()->
setBool("LocalArt", local_art->getState()); });
// GPU statistics.
auto gpu_statistics = std::make_shared<SwitchComponent>(mWindow);
gpu_statistics->setState(Settings::getInstance()->getBool("DisplayGPUStatistics"));
s->addWithLabel("DISPLAY GPU STATISTICS OVERLAY", gpu_statistics);
s->addSaveFunc([gpu_statistics] { Settings::getInstance()->setBool("DisplayGPUStatistics",
gpu_statistics->getState()); });
// Hide Reboot System option in the quit menu.
auto show_rebootsystem = std::make_shared<SwitchComponent>(mWindow);
show_rebootsystem->setState(Settings::getInstance()->getBool("ShowRebootSystem"));
s->addWithLabel("SHOW \"REBOOT SYSTEM\" MENU ENTRY", show_rebootsystem);
s->addSaveFunc([show_rebootsystem] { Settings::getInstance()->setBool("ShowRebootSystem",
show_rebootsystem->getState()); });
// Hide Power Off System option in the quit menu.
auto show_poweroffsystem = std::make_shared<SwitchComponent>(mWindow);
show_poweroffsystem->setState(Settings::getInstance()->getBool("ShowPoweroffSystem"));
s->addWithLabel("SHOW \"POWER OFF SYSTEM\" MENU ENTRY", show_poweroffsystem);
s->addSaveFunc([show_poweroffsystem] { Settings::getInstance()->setBool("ShowPoweroffSystem",
show_poweroffsystem->getState()); });
mWindow->pushGui(s);
}
void GuiMenu::openConfigInput()
{
Window* window = mWindow;
window->pushGui(new GuiMsgBox(window, getHelpStyle(),
"ARE YOU SURE YOU WANT TO CONFIGURE INPUT?", "YES", [window] {
window->pushGui(new GuiDetectDevice(window, false, false, nullptr));
}, "NO", nullptr)
);
}
void GuiMenu::openQuitMenu()
{
auto s = new GuiSettings(mWindow, "QUIT");
Window* window = mWindow;
HelpStyle style = getHelpStyle();
ComponentListRow row;
if (UIModeController::getInstance()->isUIModeFull()) {
if (Settings::getInstance()->getBool("ShowExit")) {
row.makeAcceptInputHandler([window, this] {
window->pushGui(new GuiMsgBox(window, this->getHelpStyle(),
"REALLY QUIT?", "YES", [] {
Scripting::fireEvent("quit");
quitES();
}, "NO", nullptr));
});
row.addElement(std::make_shared<TextComponent>(window, "QUIT EMULATIONSTATION",
Font::get(FONT_SIZE_MEDIUM), 0x777777FF), true);
s->addRow(row);
}
}
if (Settings::getInstance()->getBool("ShowRebootSystem")) {
row.elements.clear();
row.makeAcceptInputHandler([window, this] {
window->pushGui(new GuiMsgBox(window, this->getHelpStyle(),
"REALLY REBOOT?", "YES", [] {
Scripting::fireEvent("quit", "reboot");
Scripting::fireEvent("reboot");
if (quitES(QuitMode::REBOOT) != 0) {
LOG(LogWarning) << "Reboot terminated with non-zero result!";
}
}, "NO", nullptr));
});
row.addElement(std::make_shared<TextComponent>(window, "REBOOT SYSTEM",
Font::get(FONT_SIZE_MEDIUM), 0x777777FF), true);
s->addRow(row);
}
if (Settings::getInstance()->getBool("ShowPoweroffSystem")) {
row.elements.clear();
row.makeAcceptInputHandler([window, this] {
window->pushGui(new GuiMsgBox(window, this->getHelpStyle(),
"REALLY POWER OFF?", "YES", [] {
Scripting::fireEvent("quit", "poweroff");
Scripting::fireEvent("poweroff");
if (quitES(QuitMode::POWEROFF) != 0) {
LOG(LogWarning) << "Power off terminated with non-zero result!";
}
}, "NO", nullptr));
});
row.addElement(std::make_shared<TextComponent>(window, "POWER OFF SYSTEM",
Font::get(FONT_SIZE_MEDIUM), 0x777777FF), true);
s->addRow(row);
}
mWindow->pushGui(s);
}
void GuiMenu::addVersionInfo()
{
mVersion.setFont(Font::get(FONT_SIZE_SMALL));
mVersion.setColor(0x5E5E5EFF);
mVersion.setText("EMULATIONSTATION-DE V" + Utils::String::toUpper(PROGRAM_VERSION_STRING));
mVersion.setHorizontalAlignment(ALIGN_CENTER);
addChild(&mVersion);
}
void GuiMenu::openScreensaverOptions() {
mWindow->pushGui(new GuiGeneralScreensaverOptions(mWindow, "SCREENSAVER SETTINGS"));
}
void GuiMenu::openCollectionSystemSettings() {
mWindow->pushGui(new GuiCollectionSystemsOptions(mWindow));
}
void GuiMenu::onSizeChanged()
{
mVersion.setSize(mSize.x(), 0);
mVersion.setPosition(0, mSize.y() - mVersion.getSize().y());
}
void GuiMenu::addEntry(const char* name, unsigned int color,
bool add_arrow, const std::function<void()>& func)
{
std::shared_ptr<Font> font = Font::get(FONT_SIZE_MEDIUM);
// Populate the list.
ComponentListRow row;
row.addElement(std::make_shared<TextComponent>(mWindow, name, font, color), true);
if (add_arrow) {
std::shared_ptr<ImageComponent> bracket = makeArrow(mWindow);
row.addElement(bracket, false);
}
row.makeAcceptInputHandler(func);
mMenu.addRow(row);
}
void GuiMenu::close(bool closeAllWindows)
{
std::function<void()> closeFunc;
if (!closeAllWindows) {
closeFunc = [this] { delete this; };
}
else {
Window* window = mWindow;
closeFunc = [window, this] {
while (window->peekGui() != ViewController::get())
delete window->peekGui();
};
}
closeFunc();
}
bool GuiMenu::input(InputConfig* config, Input input)
{
if (GuiComponent::input(config, input))
return true;
const bool isStart = config->isMappedTo("start", input);
if (input.value != 0 && (config->isMappedTo("b", input) || isStart)) {
close(isStart);
return true;
}
return false;
}
std::vector<HelpPrompt> GuiMenu::getHelpPrompts()
{
std::vector<HelpPrompt> prompts;
prompts.push_back(HelpPrompt("up/down", "choose"));
prompts.push_back(HelpPrompt("a", "select"));
prompts.push_back(HelpPrompt("b", "close menu"));
prompts.push_back(HelpPrompt("start", "close menu"));
return prompts;
}
HelpStyle GuiMenu::getHelpStyle()
{
HelpStyle style = HelpStyle();
style.applyTheme(ViewController::get()->getState().getSystem()->getTheme(), "system");
return style;
}