// SPDX-License-Identifier: MIT // // ES-DE Frontend // 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 "FileFilterIndex.h" #include "Log.h" #include "SystemData.h" #include "Window.h" #include "utils/StringUtil.h" #include "views/ViewController.h" UIModeController::UIModeController() noexcept : mPassKeyCounter {0} { mPassKeySequence = Settings::getInstance()->getString("UIMode_passkey"); mCurrentUIMode = Settings::getInstance()->getString("UIMode"); // Handle a potentially invalid entry in the configuration file. if (mCurrentUIMode != "full" && mCurrentUIMode != "kid" && mCurrentUIMode != "kiosk") { mCurrentUIMode = "full"; Settings::getInstance()->setString("UIMode", mCurrentUIMode); Settings::getInstance()->saveFile(); } } UIModeController* UIModeController::getInstance() { static UIModeController instance; return &instance; } void UIModeController::monitorUIMode() { std::string uimode = Settings::getInstance()->getString("UIMode"); // UI mode was changed. if (uimode != mCurrentUIMode && !ViewController::getInstance()->isCameraMoving()) { mCurrentUIMode = uimode; // Reset filters and sort gamelists (which will update the game counter). for (auto it = SystemData::sSystemVector.cbegin(); // Line break. 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::getInstance()->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(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 (Settings::getInstance()->getBool("InputSwapButtons") || controllerType == "snes") { symbolA = "B"; symbolB = "A"; symbolX = "Y"; symbolY = "X"; } else if (controllerType == "ps123" || controllerType == "ps4" || controllerType == "ps5") { #if defined(_MSC_VER) // MSVC compiler. // These symbols are far from perfect but you can at least understand what // they are supposed to depict. 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. #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; }