// 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" #include "components/HelpComponent.h" #include "components/ImageComponent.h" #include "guis/GuiInfoPopup.h" #if defined(BUILD_VLC_PLAYER) #include "components/VideoVlcComponent.h" #endif #include "InputManager.h" #include "Log.h" #include "Sound.h" #include "resources/Font.h" #include #include #if defined(USE_OPENGL_21) #define CLOCK_BACKGROUND_CREATION false #endif Window::Window() : mScreensaver(nullptr) , mMediaViewer(nullptr) , mLaunchScreen(nullptr) , mInfoPopup(nullptr) , mListScrollOpacity(0) , mFrameTimeElapsed(0) , mFrameCountElapsed(0) , mAverageDeltaTime(10) , mTimeSinceLastInput(0) , mNormalizeNextUpdate(false) , mAllowSleep(true) , mSleeping(false) , mRenderScreensaver(false) , mRenderMediaViewer(false) , mRenderLaunchScreen(false) , mGameLaunchedState(false) , mAllowTextScrolling(true) , mCachedBackground(false) , mInvalidatedCachedBackground(false) , mVideoPlayerCount(0) , mTopScale(0.5) , mChangedThemeSet(false) { mHelp = new HelpComponent(this); mBackgroundOverlay = new ImageComponent(this); mBackgroundOverlayOpacity = 0; } Window::~Window() { delete mBackgroundOverlay; // Delete all our GUIs. while (peekGui()) delete peekGui(); if (mInfoPopup) delete mInfoPopup; delete mHelp; } void Window::pushGui(GuiComponent* gui) { if (mGuiStack.size() > 0) { auto& top = mGuiStack.back(); top->topWindow(false); } mGuiStack.push_back(gui); gui->updateHelpPrompts(); } 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; } } } GuiComponent* Window::peekGui() { if (mGuiStack.size() == 0) return nullptr; return mGuiStack.back(); } bool Window::init() { if (!Renderer::init()) { LOG(LogError) << "Renderer failed to initialize."; return false; } InputManager::getInstance()->init(); 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)); } mBackgroundOverlay->setImage(":/graphics/screen_gradient.png"); mBackgroundOverlay->setResize(static_cast(Renderer::getScreenWidth()), static_cast(Renderer::getScreenHeight())); #if defined(USE_OPENGL_21) mPostprocessedBackground = TextureResource::get(""); #endif mListScrollFont = Font::get(FONT_SIZE_LARGE); // Update our help because font sizes probably changed. if (peekGui()) peekGui()->updateHelpPrompts(); return true; } void Window::deinit() { // Hide all GUI elements on uninitialisation - this disable. for (auto it = mGuiStack.cbegin(); it != mGuiStack.cend(); ++it) (*it)->onHide(); #if defined(USE_OPENGL_21) mPostprocessedBackground.reset(); #endif InputManager::getInstance()->deinit(); ResourceManager::getInstance()->unloadAll(); #if defined(BUILD_VLC_PLAYER) VideoVlcComponent::deinit(); #endif Renderer::deinit(); } void Window::input(InputConfig* config, Input input) { mTimeSinceLastInput = 0; // The DebugSkipInputLogging option has to be set manually in es_settings.xml as // it does not have any settings menu entry. if (Settings::getInstance()->getBool("Debug") && !Settings::getInstance()->getBool("DebugSkipInputLogging")) { logInput(config, input); } if (mMediaViewer && mRenderMediaViewer) { if (config->isMappedLike("right", input) && input.value != 0) mMediaViewer->showNext(); else if (config->isMappedLike("left", input) && input.value != 0) mMediaViewer->showPrevious(); else if (input.value != 0) // Any other input than left or right stops the media viewer. stopMediaViewer(); return; } if (mGameLaunchedState && mLaunchScreen && mRenderLaunchScreen) { if (input.value != 0) { mLaunchScreen->closeLaunchScreen(); mRenderLaunchScreen = false; } } if (mScreensaver) { if (mScreensaver->isScreensaverActive() && Settings::getInstance()->getBool("ScreensaverControls") && ((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. if (input.value != 0 && isScreensaverActive()) { stopScreensaver(); return; } if (config->isMappedTo("a", input) && input.value != 0 && Settings::getInstance()->getString("MenuOpeningEffect") == "scale-up" && mTopScale < 1.0f && mGuiStack.size() == 2) { // The user has entered a submenu when the initial menu screen has not finished scaling // up. So scale it to full size so it won't be stuck at a smaller size when returning // from the submenu. mTopScale = 1.0f; GuiComponent* menu = mGuiStack.back(); glm::vec2 menuCenter{menu->getCenter()}; menu->setOrigin(0.5f, 0.5f); menu->setPosition(menuCenter.x, menuCenter.y, 0.0f); menu->setScale(1.0f); } 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::textInput(const std::string& text) { if (peekGui()) peekGui()->textInput(text); } void Window::logInput(InputConfig* config, Input input) { std::string mapname = ""; std::vector 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(mFrameCountElapsed) / static_cast(mFrameTimeElapsed)) << " FPS ("; ss << std::fixed << std::setprecision(2) << (static_cast(mFrameTimeElapsed) / static_cast(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(mDefaultFonts.at(0)->buildTextCache( ss.str(), Renderer::getScreenWidth() * 0.02f, Renderer::getScreenHeight() * 0.02f, 0xFF00FFFF, 1.3f)); } mFrameTimeElapsed = 0; mFrameCountElapsed = 0; } mTimeSinceLastInput += deltaTime; // If there is a popup notification queued, then display it. if (mInfoPopupQueue.size() > 0) { bool popupIsRunning = false; // If uncommenting the following, new popups will not be displayed until the one // currently shown has reached its display duration. This will be used later when // support for multiple GuiInfoPopup notifications is implemented. // if (mInfoPopup != nullptr && mInfoPopup->isRunning()) // popupIsRunning = true; if (!popupIsRunning) { delete mInfoPopup; mInfoPopup = new GuiInfoPopup(this, mInfoPopupQueue.front().first, mInfoPopupQueue.front().second); mInfoPopupQueue.pop(); } } if (peekGui()) peekGui()->update(deltaTime); // If the theme set changed, we need to update the background once so that the camera // will be moved. This is required as theme set changes always makes a transition to // the system view. If we wouldn't make this update, the camera movement would take // place once the menu has been closed. if (mChangedThemeSet && mGuiStack.size() > 1) { mGuiStack.front()->update(deltaTime); mChangedThemeSet = false; } if (mMediaViewer && mRenderMediaViewer) mMediaViewer->update(deltaTime); if (mLaunchScreen && mRenderLaunchScreen) mLaunchScreen->update(deltaTime); if (mScreensaver && mRenderScreensaver) mScreensaver->update(deltaTime); } bool Window::isBackgroundDimmed() { return !mGuiStack.empty() && (mGuiStack.front() != mGuiStack.back() || mRenderLaunchScreen); } void Window::render() { glm::mat4 trans{Renderer::getIdentity()}; mRenderedHelpPrompts = false; // Draw only bottom and top of GuiStack (if they are different). if (!mGuiStack.empty()) { auto& bottom = mGuiStack.front(); auto& top = mGuiStack.back(); if (mRenderMediaViewer || mRenderScreensaver) { bottom->cancelAllAnimations(); bottom->stopAllAnimations(); } // Don't render the system view or gamelist view if the media viewer is active or if the // video or slideshow screensaver is running. The exception is if the fallback screensaver // is active due to a lack of videos or images. bool renderBottom = true; if (mRenderMediaViewer) renderBottom = false; else if (mRenderScreensaver && mScreensaver->isFallbackScreensaver()) renderBottom = true; else if (mRenderScreensaver && Settings::getInstance()->getString("ScreensaverType") == "video") renderBottom = false; else if (mRenderScreensaver && Settings::getInstance()->getString("ScreensaverType") == "slideshow") renderBottom = false; if (renderBottom) bottom->render(trans); if (bottom != top || mRenderLaunchScreen) { #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. #if (CLOCK_BACKGROUND_CREATION) const auto backgroundStartTime = std::chrono::system_clock::now(); #endif unsigned char* processedTexture = new unsigned char[Renderer::getScreenWidth() * Renderer::getScreenHeight() * 4]; // De-focus the background using multiple passes of gaussian blur, with the number // of iterations relative to the screen resolution. Renderer::shaderParameters backgroundParameters; if (Settings::getInstance()->getBool("MenuBlurBackground")) { float heightModifier = Renderer::getScreenHeightModifier(); // clang-format off if (heightModifier < 1) backgroundParameters.blurPasses = 2; // Below 1080 else if (heightModifier >= 4) backgroundParameters.blurPasses = 12; // 8K else if (heightModifier >= 2.9) backgroundParameters.blurPasses = 10; // 6K else if (heightModifier >= 2.6) backgroundParameters.blurPasses = 8; // 5K else if (heightModifier >= 2) backgroundParameters.blurPasses = 5; // 4K else if (heightModifier >= 1.3) backgroundParameters.blurPasses = 3; // 1440 else if (heightModifier >= 1) backgroundParameters.blurPasses = 2; // 1080 // clang-format on // Also dim the background slightly. backgroundParameters.fragmentDimValue = 0.60f; Renderer::shaderPostprocessing(Renderer::SHADER_BLUR_HORIZONTAL | Renderer::SHADER_BLUR_VERTICAL | Renderer::SHADER_DIM, backgroundParameters, processedTexture); } else { // Dim the background slightly. backgroundParameters.fragmentDimValue = 0.60f; Renderer::shaderPostprocessing(Renderer::SHADER_DIM, backgroundParameters, 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; #if (CLOCK_BACKGROUND_CREATION) const auto backgroundEndTime = std::chrono::system_clock::now(); LOG(LogDebug) << "Window::render(): Time to create cached background: " << std::chrono::duration_cast( backgroundEndTime - backgroundStartTime) .count() << " ms"; #endif } // Fade in the cached background if the menu opening effect has been set to scale-up. if (Settings::getInstance()->getString("MenuOpeningEffect") == "scale-up") { mBackgroundOverlay->setOpacity(mBackgroundOverlayOpacity); if (mBackgroundOverlayOpacity < 255) mBackgroundOverlayOpacity = glm::clamp(mBackgroundOverlayOpacity + 30, 0, 255); } #endif // USE_OPENGL_21 mBackgroundOverlay->render(trans); // Scale-up menu opening effect. if (Settings::getInstance()->getString("MenuOpeningEffect") == "scale-up") { if (mTopScale < 1.0f) { mTopScale = glm::clamp(mTopScale + 0.07f, 0.0f, 1.0f); glm::vec2 topCenter{top->getCenter()}; top->setOrigin(0.5f, 0.5f); top->setPosition(topCenter.x, topCenter.y, 0.0f); top->setScale(mTopScale); } } if (!mRenderLaunchScreen) top->render(trans); } else { mCachedBackground = false; mTopScale = 0.5f; } } // Render the quick list scrolling overlay, which is triggered in IList. if (mListScrollOpacity != 0) { Renderer::setMatrix(Renderer::getIdentity()); Renderer::drawRect(0.0f, 0.0f, static_cast(Renderer::getScreenWidth()), static_cast(Renderer::getScreenHeight()), 0x00000000 | mListScrollOpacity, 0x00000000 | mListScrollOpacity); glm::vec2 offset{mListScrollFont->sizeText(mListScrollText)}; offset.x = (Renderer::getScreenWidth() - offset.x) * 0.5f; offset.y = (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(trans); unsigned int screensaverTimer = static_cast(Settings::getInstance()->getInt("ScreensaverTimer")); if (mTimeSinceLastInput >= screensaverTimer && screensaverTimer != 0) { // If the media viewer is running or if a menu is open, reset the screensaver timer so // that the screensaver won't start. if (mRenderMediaViewer || mGuiStack.front() != mGuiStack.back()) mTimeSinceLastInput = 0; // 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()) startScreensaver(); } if (mInfoPopup) mInfoPopup->render(trans); // 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 (mTimeSinceLastInput >= screensaverTimer && screensaverTimer != 0) { if (!isProcessing() && mAllowSleep && (!mScreensaver)) { // Go to sleep. if (mSleeping == false) { mSleeping = true; onSleep(); } } } if (mRenderMediaViewer) mMediaViewer->render(trans); if (mRenderLaunchScreen) mLaunchScreen->render(trans); if (Settings::getInstance()->getBool("DisplayGPUStatistics") && mFrameDataText) { Renderer::setMatrix(Renderer::getIdentity()); mDefaultFonts.at(1)->renderTextCache(mFrameDataText.get()); } } void Window::renderLoadingScreen(std::string text) { glm::mat4 trans{Renderer::getIdentity()}; Renderer::setMatrix(trans); Renderer::drawRect(0.0f, 0.0f, static_cast(Renderer::getScreenWidth()), static_cast(Renderer::getScreenHeight()), 0x000000FF, 0x000000FF); ImageComponent splash(this, true); splash.setImage(":/graphics/splash.svg"); splash.setResize(Renderer::getScreenWidth() * 0.6f, 0.0f); splash.setPosition((Renderer::getScreenWidth() - splash.getSize().x) / 2.0f, (Renderer::getScreenHeight() - splash.getSize().y) / 2.0f * 0.6f); splash.render(trans); auto& font = mDefaultFonts.at(1); TextCache* cache = font->buildTextCache(text, 0.0f, 0.0f, 0x656565FF); float x = std::round((Renderer::getScreenWidth() - cache->metrics.size.x) / 2.0f); float y = std::round(Renderer::getScreenHeight() * 0.835f); trans = glm::translate(trans, glm::vec3{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(opacity * 0.6f); mListScrollText = text; } void Window::renderHelpPromptsEarly() { mHelp->render(Renderer::getIdentity()); mRenderedHelpPrompts = true; } void Window::setHelpPrompts(const std::vector& prompts, const HelpStyle& style) { mHelp->clearPrompts(); mHelp->setStyle(style); std::vector addPrompts; std::map inputSeenMap; std::map 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"; } else { addPrompts.push_back(*it); } } else { mappedToSeenMap.emplace(it->second, static_cast(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/back]. std::sort(addPrompts.begin(), addPrompts.end(), [](const HelpPrompt& a, const HelpPrompt& b) -> bool { static const std::vector map = {"up/down/left/right", "up/down", "left/right", "a", "b", "x", "y", "r", "l", "rt", "lt", "start", "back"}; int i = 0; int aVal = 0; int bVal = 0; while (i < static_cast(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::reloadHelpPrompts() { if (mHelp) { delete mHelp; mHelp = new HelpComponent(this); } } void Window::stopInfoPopup() { if (mInfoPopup) mInfoPopup->stop(); if (mInfoPopupQueue.size() > 0) std::queue>().swap(mInfoPopupQueue); } void Window::startScreensaver() { if (mScreensaver && !mRenderScreensaver) { // Tell the GUI components the screensaver is starting. for (auto it = mGuiStack.cbegin(); it != mGuiStack.cend(); ++it) (*it)->onScreensaverActivate(); setAllowTextScrolling(false); mScreensaver->startScreensaver(true); mRenderScreensaver = true; } } bool Window::stopScreensaver() { if (mScreensaver && mRenderScreensaver) { mScreensaver->stopScreensaver(); mRenderScreensaver = false; setAllowTextScrolling(true); // 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(); } return true; } return false; } void Window::renderScreensaver() { if (mScreensaver) mScreensaver->renderScreensaver(); } void Window::startMediaViewer(FileData* game) { if (mMediaViewer) { if (mMediaViewer->startMediaViewer(game)) { setAllowTextScrolling(false); mRenderMediaViewer = true; } } } void Window::stopMediaViewer() { if (mMediaViewer) { mMediaViewer->stopMediaViewer(); setAllowTextScrolling(true); } mRenderMediaViewer = false; } void Window::displayLaunchScreen(FileData* game) { if (mLaunchScreen) { mLaunchScreen->displayLaunchScreen(game); mRenderLaunchScreen = true; } } void Window::closeLaunchScreen() { if (mLaunchScreen) mLaunchScreen->closeLaunchScreen(); mRenderLaunchScreen = false; } void Window::increaseVideoPlayerCount() { ++mVideoPlayerCount; } void Window::decreaseVideoPlayerCount() { --mVideoPlayerCount; } int Window::getVideoPlayerCount() { int videoPlayerCount; videoPlayerCount = mVideoPlayerCount; return videoPlayerCount; } 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-DE again. for (auto it = mGuiStack.cbegin(); it != mGuiStack.cend(); ++it) (*it)->onGameLaunchedDeactivate(); mGameLaunchedState = false; } void Window::invalidateCachedBackground() { mCachedBackground = false; mInvalidatedCachedBackground = true; } bool Window::isProcessing() { return count_if(mGuiStack.cbegin(), mGuiStack.cend(), [](GuiComponent* c) { return c->isProcessing(); }) > 0; }