// // Window.cpp // // Window management, screensaver and help prompts. // #include "Window.h" #include "components/HelpComponent.h" #include "components/ImageComponent.h" #include "resources/Font.h" #include "resources/TextureResource.h" #include "InputManager.h" #include "Log.h" #include "Scripting.h" #include #include Window::Window() : mNormalizeNextUpdate(false), mFrameTimeElapsed(0), mFrameCountElapsed(0), mAverageDeltaTime(10), mAllowSleep(true), mSleeping(false), mTimeSinceLastInput(0), mScreenSaver(nullptr), mRenderScreenSaver(false), mGameLaunchedState(false), mInfoPopup(nullptr) { mHelp = new HelpComponent(this); mBackgroundOverlay = new ImageComponent(this); } Window::~Window() { delete mBackgroundOverlay; // Delete all our GUIs. while (peekGui()) delete peekGui(); 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/scroll_gradient.png"); mBackgroundOverlay->setResize((float)Renderer::getScreenWidth(), (float)Renderer::getScreenHeight()); // 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(); InputManager::getInstance()->deinit(); ResourceManager::getInstance()->unloadAll(); Renderer::deinit(); } 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") || (Settings::getInstance()->getString("ScreenSaverBehavior") == "slideshow"))) { if (mScreenSaver->getCurrentGame() != nullptr && (config->isMappedTo("a", 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->nextVideo(); } return; } else if (config->isMappedTo("a", 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; if (!config->isMappedTo("select", input)) 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 is where the majority of inputs will be consumed: the GuiComponent Stack. this->peekGui()->input(config, input); } } 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 (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 a game has been launched, reset the screensaver timer when it's been reached as we // don't want to start the screensaver in the background when running a game. if (mTimeSinceLastInput >= screensaverTime && screensaverTime != 0) { if (mGameLaunchedState) mTimeSinceLastInput = 0; else 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. 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); Renderer::drawRect(0.0f, 0.0f, Renderer::getScreenWidth(), 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 = 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; } 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"; // 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, (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", nullptr }; int i = 0; int aVal = 0; int bVal = 0; while (map[i] != nullptr) { 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; } 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(); mScreenSaver->startScreenSaver(); mRenderScreenSaver = true; } } bool Window::cancelScreenSaver() { if (mScreenSaver && mRenderScreenSaver) { mScreenSaver->stopScreenSaver(); mRenderScreenSaver = false; mScreenSaver->resetCounts(); // Tell the GUI components the screensaver has stopped. for (auto it = mGuiStack.cbegin(); it != mGuiStack.cend(); it++) (*it)->onScreenSaverDeactivate(); return true; } return false; } void Window::renderScreenSaver() { if (mScreenSaver) mScreenSaver->renderScreenSaver(); }