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 "resources/Font.h"
#include "Sound.h"
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#include "InputManager.h"
#include "Log.h"
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#include "Scripting.h"
#include <algorithm>
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#include <iomanip>
Window::Window()
: mScreensaver(nullptr),
mInfoPopup(nullptr),
mNormalizeNextUpdate(false),
mFrameTimeElapsed(0),
mFrameCountElapsed(0),
mAverageDeltaTime(10),
mAllowSleep(true),
mSleeping(false),
mTimeSinceLastInput(0),
mRenderScreensaver(false),
mGameLaunchedState(false),
mAllowTextScrolling(true),
mCachedBackground(false),
mInvalidatedCachedBackground(false),
mTopOpacity(0),
mTopScale(0.5),
mListScrollOpacity(0)
{
mHelp = new HelpComponent(this);
mBackgroundOverlay = new ImageComponent(this);
}
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();
Renderer::deinit();
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}
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void Window::textInput(const std::string& text)
{
if (peekGui())
peekGui()->textInput(text);
}
void Window::input(InputConfig* config, Input input)
{
mTimeSinceLastInput = 0;
if (Settings::getInstance()->getBool("Debug"))
logInput(config, input);
if (mScreensaver) {
if (mScreensaver->isScreensaverActive() &&
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Settings::getInstance()->getBool("ScreensaverControls") &&
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((Settings::getInstance()->getString("ScreensaverType") == "video") ||
(Settings::getInstance()->getString("ScreensaverType") == "slideshow"))) {
bool customImageSlideshow = false;
if (Settings::getInstance()->getString("ScreensaverType") == "slideshow" &&
Settings::getInstance()->getBool("ScreensaverSlideshowCustomImages"))
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->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);
}
}
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() *
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0.02f, Renderer::getScreenHeight() * 0.02f, 0xFF00FFFF, 1.3f));
}
mFrameTimeElapsed = 0;
mFrameCountElapsed = 0;
}
mTimeSinceLastInput += deltaTime;
if (peekGui())
peekGui()->update(deltaTime);
// Update the screensaver.
if (mScreensaver)
mScreensaver->update(deltaTime);
}
void Window::render()
{
Transform4x4f transform = Transform4x4f::Identity();
mRenderedHelpPrompts = false;
// Draw only bottom and top of GuiStack (if they are different).
if (mGuiStack.size()) {
auto& bottom = mGuiStack.front();
auto& top = mGuiStack.back();
if (mRenderScreensaver) {
bottom->cancelAllAnimations();
bottom->stopAllAnimations();
}
// Don't render the system view or gamelist view if the video or slideshow screensaver
// is running.
if (!(mRenderScreensaver && (Settings::getInstance()->getString("ScreensaverType") ==
"video" || Settings::getInstance()->getString("ScreensaverType") == "slideshow")))
bottom->render(transform);
if (bottom != top) {
#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.
std::shared_ptr<TextureResource> mPostprocessedBackground;
mPostprocessedBackground = TextureResource::get("");
unsigned char* processedTexture = new unsigned char[Renderer::getScreenWidth() *
Renderer::getScreenHeight() * 4];
// Defocus the background using three passes of gaussian blur.
Renderer::shaderParameters blurParameters;
blurParameters.shaderPasses = 3;
Renderer::shaderPostprocessing(Renderer::SHADER_BLUR_HORIZONTAL |
Renderer::SHADER_BLUR_VERTICAL, blurParameters, processedTexture);
mPostprocessedBackground->initFromPixels(processedTexture,
Renderer::getScreenWidth(), Renderer::getScreenHeight());
mBackgroundOverlay->setImage(mPostprocessedBackground);
mBackgroundOverlay->render(transform);
// Dim the background. We need to do this as a separate step as combining
// it with the blurring leads to very strange and severe artifacts.
// This is for sure a bug that needs to be resolved at some later date.
Renderer::shaderParameters blackParameters;
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blackParameters.fragmentDimValue = 0.6f;
Renderer::shaderPostprocessing(Renderer::SHADER_DIM,
blackParameters, 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;
}
// Fade in the cached background.
mBackgroundOverlay->setOpacity(mBackgroundOverlayOpacity);
if (mBackgroundOverlayOpacity < 255)
mBackgroundOverlayOpacity = Math::clamp(mBackgroundOverlayOpacity + 30, 0, 255);
#endif
mBackgroundOverlay->render(transform);
#if defined(USE_OPENGL_21)
// Menu opening effects (scale-up and fade-in).
if (Settings::getInstance()->getString("MenuOpeningEffect") == "scale-up") {
if (mTopScale < 1.0)
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mTopScale = Math::clamp(mTopScale + 0.07f, 0.0f, 1.0f);
Vector2f topCenter = top->getCenter();
top->setOrigin({0.5, 0.5});
top->setPosition({topCenter.x(), topCenter.y(), 0});
top->setScale(mTopScale);
}
if (Settings::getInstance()->getString("MenuOpeningEffect") == "fade-in") {
// Fade-in menu.
if (mTopOpacity < 255) {
mTopOpacity = Math::clamp(mTopOpacity+15, 0, 255);
top->setOpacity(mTopOpacity);
}
}
#endif
top->render(transform);
}
else {
mCachedBackground = false;
mTopOpacity = 0;
mTopScale = 0.5;
}
}
// Render the quick list scrolling overlay, which is triggered in IList.
if (mListScrollOpacity != 0) {
Renderer::setMatrix(Transform4x4f::Identity());
Renderer::drawRect(0.0f, 0.0f, static_cast<float>(Renderer::getScreenWidth()),
static_cast<float>(Renderer::getScreenHeight()),
0x00000000 | mListScrollOpacity, 0x00000000 | mListScrollOpacity);
Vector2f offset = mListScrollFont->sizeText(mListScrollText);
offset[0] = (Renderer::getScreenWidth() - offset.x()) * 0.5f;
offset[1] = (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(transform);
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unsigned int screensaverTimer =
static_cast<unsigned int>(Settings::getInstance()->getInt("ScreensaverTimer"));
if (mTimeSinceLastInput >= screensaverTimer && screensaverTimer != 0) {
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// If a menu is open, reset the screensaver timer so that the screensaver won't start.
if (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();
}
// 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();
if (!mRenderScreensaver && mInfoPopup)
mInfoPopup->render(transform);
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if (mTimeSinceLastInput >= screensaverTimer && screensaverTimer != 0) {
if (!isProcessing() && mAllowSleep && (!mScreensaver)) {
// Go to sleep.
if (mSleeping == false) {
mSleeping = true;
onSleep();
}
}
}
if (Settings::getInstance()->getBool("DisplayGPUStatistics") && mFrameDataText) {
Renderer::setMatrix(Transform4x4f::Identity());
mDefaultFonts.at(1)->renderTextCache(mFrameDataText.get());
}
}
void Window::normalizeNextUpdate()
{
mNormalizeNextUpdate = true;
}
bool Window::getAllowSleep()
{
return mAllowSleep;
}
void Window::setAllowSleep(bool sleep)
{
mAllowSleep = sleep;
}
void Window::renderLoadingScreen(std::string text)
{
Transform4x4f trans = Transform4x4f::Identity();
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.setResize(Renderer::getScreenWidth() * 0.6f, 0.0f);
splash.setImage(":/graphics/splash.svg");
splash.setPosition((Renderer::getScreenWidth() - splash.getSize().x()) / 2,
(Renderer::getScreenHeight() - splash.getSize().y()) / 2 * 0.6f);
splash.render(trans);
auto& font = mDefaultFonts.at(1);
TextCache* cache = font->buildTextCache(text, 0, 0, 0x656565FF);
float x = std::round((Renderer::getScreenWidth() - cache->metrics.size.x()) / 2.0f);
float y = std::round(Renderer::getScreenHeight() * 0.835f);
trans = trans.translate(Vector3f(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(Transform4x4f::Identity());
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";
// Don't need to add this to addPrompts since we just merged.
}
else {
// No, we can't combine!
addPrompts.push_back(*it);
}
}
else {
// No, it hasn't!
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/select].
std::sort(addPrompts.begin(), addPrompts.end(),
[](const HelpPrompt& a, const HelpPrompt& b) -> bool {
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static const std::vector<std::string> map = {
"up/down/left/right",
"up/down",
"left/right",
"a", "b", "x", "y", "l", "r",
"start", "select"
};
int i = 0;
int aVal = 0;
int bVal = 0;
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while (i < 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::onSleep()
{
Scripting::fireEvent("sleep");
}
void Window::onWake()
{
Scripting::fireEvent("wake");
}
bool Window::isProcessing()
{
return count_if (mGuiStack.cbegin(), mGuiStack.cend(),
[](GuiComponent* c) { return c->isProcessing(); }) > 0;
}
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 again.
for (auto it = mGuiStack.cbegin(); it != mGuiStack.cend(); it++)
(*it)->onGameLaunchedDeactivate();
mGameLaunchedState = false;
}
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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();
stopInfoPopup();
mScreensaver->startScreensaver(true);
mRenderScreensaver = true;
}
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}
bool Window::stopScreensaver()
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{
if (mScreensaver && mRenderScreensaver) {
mScreensaver->stopScreensaver();
mRenderScreensaver = false;
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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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}