// SPDX-License-Identifier: MIT // // EmulationStation Desktop Edition // UIModeController.h // // Handling of application user interface modes (full, kiosk and kid). // This includes switching the mode when the UI mode passkey is used. // #ifndef ES_APP_VIEWS_UI_MODE_CONTROLLER_H #define ES_APP_VIEWS_UI_MODE_CONTROLLER_H #include #include class FileData; class InputConfig; class ViewController; struct Input; class UIModeController { public: static UIModeController* getInstance(); static void deinit(); // Monitor input for UI mode change, returns true (consumes input) when a UI mode // change is triggered. bool listen(InputConfig* config, Input input); // Get the current Passphrase as a (unicode) formatted, comma-separated, string. std::string getFormattedPassKeyStr(); // Check for change in UI mode. void monitorUIMode(); bool isUIModeFull(); bool isUIModeKid(); bool isUIModeKiosk(); void setCurrentUIMode(const std::string& mode) { mCurrentUIMode = mode; } private: UIModeController(); bool inputIsMatch(InputConfig* config, Input input); bool isValidInput(InputConfig* config, Input input); // Return UI mode to 'full'. void unlockUIMode(); static UIModeController* sInstance; // Default passkeyseq = "uuddlrlrba", as defined in the setting 'UIMode_passkey'. std::string mPassKeySequence; std::string mCurrentUIMode; int mPassKeyCounter; // These are Xbox button names, so they may be different in pracise on non-Xbox controllers. const std::vector mInputVals = {"up", "down", "left", "right", "a", "b", "x", "y"}; }; #endif // ES_APP_VIEWS_UI_MODE_CONTROLLER_H