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

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#include "Window.h"
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#include "components/HelpComponent.h"
#include "components/ImageComponent.h"
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#include "resources/Font.h"
#include "resources/TextureResource.h"
#include "InputManager.h"
#include "Log.h"
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#include "Scripting.h"
#include <algorithm>
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#include <iomanip>
Window::Window() : mNormalizeNextUpdate(false), mFrameTimeElapsed(0), mFrameCountElapsed(0), mAverageDeltaTime(10),
mAllowSleep(true), mSleeping(false), mTimeSinceLastInput(0), mScreenSaver(NULL), mRenderScreenSaver(false), mInfoPopup(NULL)
{
mHelp = new HelpComponent(this);
mBackgroundOverlay = new ImageComponent(this);
}
Window::~Window()
{
delete mBackgroundOverlay;
// delete all our GUIs
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while(peekGui())
delete peekGui();
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);
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gui->updateHelpPrompts();
}
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void Window::removeGui(GuiComponent* gui)
{
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for(auto i = mGuiStack.cbegin(); i != mGuiStack.cend(); i++)
{
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if(*i == gui)
{
i = mGuiStack.erase(i);
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if(i == mGuiStack.cend() && mGuiStack.size()) // we just popped the stack and the stack is not empty
{
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mGuiStack.back()->updateHelpPrompts();
mGuiStack.back()->topWindow(true);
}
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return;
}
}
}
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GuiComponent* Window::peekGui()
{
if(mGuiStack.size() == 0)
return NULL;
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;
}
InputManager::getInstance()->init();
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ResourceManager::getInstance()->reloadAll();
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//keep a reference to the default fonts, so they don't keep getting destroyed/recreated
if(mDefaultFonts.empty())
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{
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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}
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mBackgroundOverlay->setImage(":/scroll_gradient.png");
mBackgroundOverlay->setResize((float)Renderer::getScreenWidth(), (float)Renderer::getScreenHeight());
// update our help because font sizes probably changed
if(peekGui())
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peekGui()->updateHelpPrompts();
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return true;
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}
void Window::deinit()
{
// Hide all GUI elements on uninitialisation - this disable
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for(auto i = mGuiStack.cbegin(); i != mGuiStack.cend(); i++)
{
(*i)->onHide();
}
InputManager::getInstance()->deinit();
ResourceManager::getInstance()->unloadAll();
Renderer::deinit();
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}
void Window::textInput(const char* text)
{
if(peekGui())
peekGui()->textInput(text);
}
void Window::input(InputConfig* config, Input input)
{
if (mScreenSaver) {
if(mScreenSaver->isScreenSaverActive() && Settings::getInstance()->getBool("ScreenSaverControls") &&
(Settings::getInstance()->getString("ScreenSaverBehavior") == "random video"))
{
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if(mScreenSaver->getCurrentGame() != NULL && (config->isMappedLike("right", input) || config->isMappedTo("start", input) || config->isMappedTo("select", input)))
{
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if(config->isMappedLike("right", input) || config->isMappedTo("select", input))
{
if (input.value != 0) {
// handle screensaver control
mScreenSaver->nextVideo();
}
return;
}
else if(config->isMappedTo("start", input) && input.value != 0)
{
// launch game!
cancelScreenSaver();
mScreenSaver->launchGame();
// to force handling the wake up process
mSleeping = true;
}
}
}
}
if(mSleeping)
{
// wake up
mTimeSinceLastInput = 0;
cancelScreenSaver();
mSleeping = false;
onWake();
return;
}
mTimeSinceLastInput = 0;
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if (cancelScreenSaver())
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 TextComponent debug view with Ctrl-I
Settings::getInstance()->setBool("DebugImage", !Settings::getInstance()->getBool("DebugImage"));
}
else
{
if (peekGui())
{
this->peekGui()->input(config, input); // this is where the majority of inputs will be consumed: the GuiComponent Stack
}
}
}
void Window::update(int deltaTime)
{
if(mNormalizeNextUpdate)
{
mNormalizeNextUpdate = false;
if(deltaTime > mAverageDeltaTime)
deltaTime = mAverageDeltaTime;
}
mFrameTimeElapsed += deltaTime;
mFrameCountElapsed++;
if(mFrameTimeElapsed > 500)
{
mAverageDeltaTime = mFrameTimeElapsed / mFrameCountElapsed;
if(Settings::getInstance()->getBool("DrawFramerate"))
{
std::stringstream ss;
// fps
ss << std::fixed << std::setprecision(1) << (1000.0f * (float)mFrameCountElapsed / (float)mFrameTimeElapsed) << "fps, ";
ss << std::fixed << std::setprecision(2) << ((float)mFrameTimeElapsed / (float)mFrameCountElapsed) << "ms";
// vram
float textureVramUsageMb = TextureResource::getTotalMemUsage() / 1000.0f / 1000.0f;
float textureTotalUsageMb = TextureResource::getTotalTextureSize() / 1000.0f / 1000.0f;
float fontVramUsageMb = Font::getTotalMemUsage() / 1000.0f / 1000.0f;
ss << "\nFont VRAM: " << fontVramUsageMb << " Tex VRAM: " << textureVramUsageMb <<
" Tex Max: " << textureTotalUsageMb;
mFrameDataText = std::unique_ptr<TextCache>(mDefaultFonts.at(1)->buildTextCache(ss.str(), 50.f, 50.f, 0xFF00FFFF));
}
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();
bottom->render(transform);
if(bottom != top)
{
mBackgroundOverlay->render(transform);
top->render(transform);
}
}
if(!mRenderedHelpPrompts)
mHelp->render(transform);
if(Settings::getInstance()->getBool("DrawFramerate") && mFrameDataText)
{
Renderer::setMatrix(Transform4x4f::Identity());
mDefaultFonts.at(1)->renderTextCache(mFrameDataText.get());
}
unsigned int screensaverTime = (unsigned int)Settings::getInstance()->getInt("ScreenSaverTime");
if(mTimeSinceLastInput >= screensaverTime && screensaverTime != 0)
startScreenSaver();
// Always call the screensaver render function regardless of whether the screensaver is active
// or not because it may perform a fade on transition
renderScreenSaver();
if(!mRenderScreenSaver && mInfoPopup)
{
mInfoPopup->render(transform);
}
if(mTimeSinceLastInput >= screensaverTime && screensaverTime != 0)
{
if (!isProcessing() && mAllowSleep && (!mScreenSaver || mScreenSaver->allowSleep()))
{
// go to sleep
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if (mSleeping == false) {
mSleeping = true;
onSleep();
}
}
}
}
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, 0, Renderer::getScreenWidth(), Renderer::getScreenHeight(), 0x000000FF);
ImageComponent splash(this, true);
splash.setResize(Renderer::getScreenWidth() * 0.6f, 0.0f);
splash.setImage(":/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 = Math::round((Renderer::getScreenWidth() - cache->metrics.size.x()) / 2.0f);
float y = Math::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::renderHelpPromptsEarly()
{
mHelp->render(Transform4x4f::Identity());
mRenderedHelpPrompts = true;
}
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void Window::setHelpPrompts(const std::vector<HelpPrompt>& prompts, const HelpStyle& style)
{
mHelp->clearPrompts();
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mHelp->setStyle(style);
std::vector<HelpPrompt> addPrompts;
std::map<std::string, bool> inputSeenMap;
std::map<std::string, int> mappedToSeenMap;
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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);
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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!
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mappedToSeenMap.emplace(it->second, (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 {
static const char* map[] = {
"up/down/left/right",
"up/down",
"left/right",
"a", "b", "x", "y", "l", "r",
"start", "select",
NULL
};
int i = 0;
int aVal = 0;
int bVal = 0;
while(map[i] != NULL)
{
if(a.first == map[i])
aVal = i;
if(b.first == map[i])
bVal = i;
i++;
}
return aVal > bVal;
});
mHelp->setPrompts(addPrompts);
}
void Window::onSleep()
{
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Scripting::fireEvent("sleep");
}
void Window::onWake()
{
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Scripting::fireEvent("wake");
}
bool Window::isProcessing()
{
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return count_if(mGuiStack.cbegin(), mGuiStack.cend(), [](GuiComponent* c) { return c->isProcessing(); }) > 0;
}
void Window::startScreenSaver()
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{
if (mScreenSaver && !mRenderScreenSaver)
{
// Tell the GUI components the screensaver is starting
for(auto i = mGuiStack.cbegin(); i != mGuiStack.cend(); i++)
(*i)->onScreenSaverActivate();
mScreenSaver->startScreenSaver();
mRenderScreenSaver = true;
}
}
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bool Window::cancelScreenSaver()
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{
if (mScreenSaver && mRenderScreenSaver)
{
mScreenSaver->stopScreenSaver();
mRenderScreenSaver = false;
mScreenSaver->resetCounts();
// Tell the GUI components the screensaver has stopped
for(auto i = mGuiStack.cbegin(); i != mGuiStack.cend(); i++)
(*i)->onScreenSaverDeactivate();
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return true;
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}
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return false;
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}
void Window::renderScreenSaver()
{
if (mScreenSaver)
mScreenSaver->renderScreenSaver();
}