// SPDX-License-Identifier: MIT // // EmulationStation Desktop Edition // GuiMenu.cpp // // Main menu. // Some submenus are covered in separate source files. // #include "guis/GuiMenu.h" #include "components/OptionListComponent.h" #include "components/SliderComponent.h" #include "components/SwitchComponent.h" #include "guis/GuiCollectionSystemsOptions.h" #include "guis/GuiComplexTextEditPopup.h" #include "guis/GuiDetectDevice.h" #include "guis/GuiGeneralScreensaverOptions.h" #include "guis/GuiMsgBox.h" #include "guis/GuiScraperMenu.h" #include "guis/GuiSettings.h" #include "views/gamelist/IGameListView.h" #include "views/UIModeController.h" #include "views/ViewController.h" #include "CollectionSystemManager.h" #include "EmulationStation.h" #include "FileSorts.h" #include "Platform.h" #include "Scripting.h" #include "SystemData.h" #include "VolumeControl.h" #include #include GuiMenu::GuiMenu(Window* window) : GuiComponent(window), mMenu(window, "MAIN MENU"), mVersion(window) { bool isFullUI = UIModeController::getInstance()->isUIModeFull(); if (isFullUI) addEntry("SCRAPER", 0x777777FF, true, [this] { openScraperSettings(); }); if (isFullUI) addEntry("UI SETTINGS", 0x777777FF, true, [this] { openUISettings(); }); addEntry("SOUND SETTINGS", 0x777777FF, true, [this] { openSoundSettings(); }); if (isFullUI) addEntry("GAME COLLECTION SETTINGS", 0x777777FF, true, [this] { openCollectionSystemSettings(); }); if (isFullUI) addEntry("OTHER SETTINGS", 0x777777FF, true, [this] { openOtherSettings(); }); if (isFullUI) addEntry("CONFIGURE INPUT", 0x777777FF, true, [this] { openConfigInput(); }); addEntry("QUIT", 0x777777FF, true, [this] {openQuitMenu(); }); addChild(&mMenu); addVersionInfo(); setSize(mMenu.getSize()); setPosition((Renderer::getScreenWidth() - mSize.x()) / 2, Renderer::getScreenHeight() * 0.15f); } GuiMenu::~GuiMenu() { // This is required for the situation where scrolling started just before the menu // was openened. Without this, the scrolling would run until manually stopped after // the menu has been closed. ViewController::get()->stopScrolling(); } void GuiMenu::openScraperSettings() { // Open the scrape menu. mWindow->pushGui(new GuiScraperMenu(mWindow)); } void GuiMenu::openSoundSettings() { auto s = new GuiSettings(mWindow, "SOUND SETTINGS"); // TEMPORARY - Hide the volume slider on macOS until the volume control logic // has been implemented for this operating system. #if !defined(__APPLE__) // System volume. auto volume = std::make_shared(mWindow, 0.f, 100.f, 1.f, "%"); volume->setValue((float)VolumeControl::getInstance()->getVolume()); s->addWithLabel("SYSTEM VOLUME", volume); s->addSaveFunc([volume] { VolumeControl::getInstance()-> setVolume((int)Math::round(volume->getValue())); }); #endif if (UIModeController::getInstance()->isUIModeFull()) { // The ALSA Audio Card and Audio Device selection code is disabled at the moment. // As PulseAudio controls the sound devices for the desktop environment, it doesn't // make much sense to be able to select ALSA devices directly. Normally (always?) // the selection doesn't make any difference at all. But maybe some PulseAudio // settings could be added later on, if needed. // The code is still active for Raspberry Pi though as I'm not sure if this is // useful for that device. // #if defined(__linux__) #if defined(_RPI_) // audio card auto audio_card = std::make_shared> (mWindow, getHelpStyle(), "AUDIO CARD", false); std::vector audio_cards; #if defined(_RPI_) // RPi Specific Audio Cards audio_cards.push_back("local"); audio_cards.push_back("hdmi"); audio_cards.push_back("both"); #endif audio_cards.push_back("default"); audio_cards.push_back("sysdefault"); audio_cards.push_back("dmix"); audio_cards.push_back("hw"); audio_cards.push_back("plughw"); audio_cards.push_back("null"); if (Settings::getInstance()->getString("AudioCard") != "") { if (std::find(audio_cards.begin(), audio_cards.end(), Settings::getInstance()->getString("AudioCard")) == audio_cards.end()) { audio_cards.push_back(Settings::getInstance()->getString("AudioCard")); } } for (auto ac = audio_cards.cbegin(); ac != audio_cards.cend(); ac++) audio_card->add(*ac, *ac, Settings::getInstance()->getString("AudioCard") == *ac); s->addWithLabel("AUDIO CARD", audio_card); s->addSaveFunc([audio_card] { Settings::getInstance()->setString("AudioCard", audio_card->getSelected()); VolumeControl::getInstance()->deinit(); VolumeControl::getInstance()->init(); }); // Volume control device. auto vol_dev = std::make_shared> (mWindow, getHelpStyle(), "AUDIO DEVICE", false); std::vector transitions; transitions.push_back("PCM"); transitions.push_back("Speaker"); transitions.push_back("Master"); transitions.push_back("Digital"); transitions.push_back("Analogue"); if (Settings::getInstance()->getString("AudioDevice") != "") { if (std::find(transitions.begin(), transitions.end(), Settings::getInstance()->getString("AudioDevice")) == transitions.end()) { transitions.push_back(Settings::getInstance()->getString("AudioDevice")); } } for (auto it = transitions.cbegin(); it != transitions.cend(); it++) vol_dev->add(*it, *it, Settings::getInstance()->getString("AudioDevice") == *it); s->addWithLabel("AUDIO DEVICE", vol_dev); s->addSaveFunc([vol_dev] { Settings::getInstance()->setString("AudioDevice", vol_dev->getSelected()); VolumeControl::getInstance()->deinit(); VolumeControl::getInstance()->init(); }); #endif #if defined(_RPI_) // OMX player Audio Device auto omx_audio_dev = std::make_shared> (mWindow, getHelpStyle(), "OMX PLAYER AUDIO DEVICE", false); std::vector omx_cards; // RPi Specific Audio Cards omx_cards.push_back("local"); omx_cards.push_back("hdmi"); omx_cards.push_back("both"); omx_cards.push_back("alsa:hw:0,0"); omx_cards.push_back("alsa:hw:1,0"); if (Settings::getInstance()->getString("OMXAudioDev") != "") { if (std::find(omx_cards.begin(), omx_cards.end(), Settings::getInstance()->getString("OMXAudioDev")) == omx_cards.end()) { omx_cards.push_back(Settings::getInstance()->getString("OMXAudioDev")); } } for (auto it = omx_cards.cbegin(); it != omx_cards.cend(); it++) omx_audio_dev->add(*it, *it, Settings::getInstance()->getString("OMXAudioDev") == *it); s->addWithLabel("OMX PLAYER AUDIO DEVICE", omx_audio_dev); s->addSaveFunc([omx_audio_dev] { if (Settings::getInstance()->getString("OMXAudioDev") != omx_audio_dev->getSelected()) Settings::getInstance()->setString("OMXAudioDev", omx_audio_dev->getSelected()); }); #endif // Video audio. auto video_audio = std::make_shared(mWindow); video_audio->setState(Settings::getInstance()->getBool("GamelistVideoAudio")); s->addWithLabel("PLAY AUDIO FOR VIDEO FILES IN GAMELIST VIEWS", video_audio); s->addSaveFunc([video_audio] { Settings::getInstance()->setBool("GamelistVideoAudio", video_audio->getState()); }); // Navigation sounds. auto navigation_sounds = std::make_shared(mWindow); navigation_sounds->setState(Settings::getInstance()-> getBool("NavigationSounds")); s->addWithLabel("NAVIGATION SOUNDS", navigation_sounds); s->addSaveFunc([navigation_sounds] { if (navigation_sounds->getState() && !Settings::getInstance()->getBool("NavigationSounds") && PowerSaver::getMode() == PowerSaver::INSTANT) { Settings::getInstance()->setString("PowerSaverMode", "default"); PowerSaver::init(); } Settings::getInstance()->setBool("NavigationSounds", navigation_sounds->getState()); }); } mWindow->pushGui(s); } void GuiMenu::openUISettings() { auto s = new GuiSettings(mWindow, "UI SETTINGS"); // Optionally start in selected system/gamelist. auto systemfocus_list = std::make_shared> (mWindow, getHelpStyle(), "GAMELIST ON STARTUP", false); systemfocus_list->add("NONE", "", Settings::getInstance()->getString("StartupSystem") == ""); for (auto it = SystemData::sSystemVector.cbegin(); it != SystemData::sSystemVector.cend(); it++) { if ("retropie" != (*it)->getName()) { systemfocus_list->add((*it)->getName(), (*it)->getName(), Settings::getInstance()->getString("StartupSystem") == (*it)->getName()); } } s->addWithLabel("GAMELIST TO SHOW ON STARTUP", systemfocus_list); s->addSaveFunc([systemfocus_list] { Settings::getInstance()->setString("StartupSystem", systemfocus_list->getSelected()); }); // GameList view style. auto gamelist_style = std::make_shared> (mWindow, getHelpStyle(), "GAMELIST VIEW STYLE", false); std::vector styles; styles.push_back("automatic"); styles.push_back("basic"); styles.push_back("detailed"); styles.push_back("video"); styles.push_back("grid"); for (auto it = styles.cbegin(); it != styles.cend(); it++) gamelist_style->add(*it, *it, Settings::getInstance()-> getString("GamelistViewStyle") == *it); s->addWithLabel("GAMELIST VIEW STYLE", gamelist_style); s->addSaveFunc([gamelist_style, this] { bool needReload = false; if (Settings::getInstance()->getString("GamelistViewStyle") != gamelist_style->getSelected()) needReload = true; Settings::getInstance()->setString("GamelistViewStyle", gamelist_style->getSelected()); mWindow->invalidateCachedBackground(); if (needReload) ViewController::get()->reloadAll(); }); // Transition style. auto transition_style = std::make_shared> (mWindow, getHelpStyle(), "TRANSITION STYLE", false); std::vector transitions; transitions.push_back("fade"); transitions.push_back("slide"); transitions.push_back("instant"); for (auto it = transitions.cbegin(); it != transitions.cend(); it++) transition_style->add(*it, *it, Settings::getInstance()-> getString("TransitionStyle") == *it); s->addWithLabel("TRANSITION STYLE", transition_style); s->addSaveFunc([transition_style] { if (Settings::getInstance()->getString("TransitionStyle") == "instant" && transition_style->getSelected() != "instant" && PowerSaver::getMode() == PowerSaver::INSTANT) { Settings::getInstance()->setString("PowerSaverMode", "default"); PowerSaver::init(); } Settings::getInstance()->setString("TransitionStyle", transition_style->getSelected()); }); // Theme selection. auto themeSets = ThemeData::getThemeSets(); if (!themeSets.empty()) { std::map::const_iterator selectedSet = themeSets.find(Settings::getInstance()->getString("ThemeSet")); if (selectedSet == themeSets.cend()) selectedSet = themeSets.cbegin(); auto theme_set = std::make_shared> (mWindow, getHelpStyle(), "THEME SET", false); for (auto it = themeSets.cbegin(); it != themeSets.cend(); it++) theme_set->add(it->first, it->first, it == selectedSet); s->addWithLabel("THEME SET", theme_set); Window* window = mWindow; s->addSaveFunc([window, theme_set] { bool needReload = false; std::string oldTheme = Settings::getInstance()->getString("ThemeSet"); if (oldTheme != theme_set->getSelected()) needReload = true; Settings::getInstance()->setString("ThemeSet", theme_set->getSelected()); if (needReload) { Scripting::fireEvent("theme-changed", theme_set->getSelected(), oldTheme); CollectionSystemManager::get()->updateSystemsList(); ViewController::get()->goToStart(); // TODO - replace this with some sort of signal-based implementation. ViewController::get()->reloadAll(); } }); } // UI mode. auto UImodeSelection = std::make_shared> (mWindow, getHelpStyle(), "UI MODE", false); std::vector UImodes = UIModeController::getInstance()->getUIModes(); for (auto it = UImodes.cbegin(); it != UImodes.cend(); it++) UImodeSelection->add(*it, *it, Settings::getInstance()->getString("UIMode") == *it); s->addWithLabel("UI MODE", UImodeSelection); Window* window = mWindow; s->addSaveFunc([ UImodeSelection, window, this] { std::string selectedMode = UImodeSelection->getSelected(); if (selectedMode != "full") { std::string msg = "YOU ARE CHANGING THE UI TO A RESTRICTED MODE:\n\"" + Utils::String::toUpper(selectedMode) + "\"\n"; msg += "THIS WILL HIDE MOST MENU OPTIONS TO PREVENT CHANGES TO THE SYSTEM.\n"; msg += "TO UNLOCK AND RETURN TO THE FULL UI, ENTER THIS CODE: \n"; msg += "\"" + UIModeController::getInstance()->getFormattedPassKeyStr() + "\"\n\n"; msg += "DO YOU WANT TO PROCEED?"; window->pushGui(new GuiMsgBox(window, this->getHelpStyle(), msg, "YES", [selectedMode] { LOG(LogDebug) << "Setting UI mode to " << selectedMode; Settings::getInstance()->setString("UIMode", selectedMode); Settings::getInstance()->saveFile(); }, "NO",nullptr)); } }); // Default gamelist sort order. typedef OptionListComponent SortList; std::string sortOrder; auto defaultSortOrder = std::make_shared (mWindow, getHelpStyle(), "DEFAULT SORT ORDER", false); for (auto it = FileSorts::SortTypes.cbegin(); it != FileSorts::SortTypes.cend(); it++) { if (it->description == Settings::getInstance()->getString("DefaultSortOrder")) { sortOrder = it->description; break; } } // If an invalid sort order was defined in es_settings.cfg, then apply the default // sort order 'filename, ascending'. if (sortOrder == "") sortOrder = "filename, ascending"; for (auto it = FileSorts::SortTypes.cbegin(); it != FileSorts::SortTypes.cend(); it++) { const FileData::SortType& sort = *it; if (sort.description == sortOrder) defaultSortOrder->add(sort.description, &sort, true); else defaultSortOrder->add(sort.description, &sort, false); } s->addWithLabel("DEFAULT SORT ORDER", defaultSortOrder); s->addSaveFunc([defaultSortOrder, sortOrder, this] { std::string selectedSortOrder = defaultSortOrder.get()->getSelected()->description; if (selectedSortOrder != sortOrder) { Settings::getInstance()->setString("DefaultSortOrder", selectedSortOrder); // Activate the new sort order by setting up the sort type per system // and then resorting all gamelists. for (auto it = SystemData::sSystemVector.cbegin(); it != SystemData::sSystemVector.cend(); it++) { (*it)->sortSystem(); // Jump to the first row of the gamelist. IGameListView* gameList = ViewController::get()->getGameListView((*it)).get(); gameList->setCursor(gameList->getFirstEntry()); } mWindow->invalidateCachedBackground(); } }); #if defined(USE_OPENGL_21) // Open menu effect. auto open_menu_effect = std::make_shared> (mWindow, getHelpStyle(), "MENU OPENING EFFECT", false); std::vector menu_effects; menu_effects.push_back("scale-up"); menu_effects.push_back("fade-in"); menu_effects.push_back("none"); for (auto it = menu_effects.cbegin(); it != menu_effects.cend(); it++) open_menu_effect->add(*it, *it, Settings::getInstance()-> getString("MenuOpeningEffect") == *it); s->addWithLabel("MENU OPENING EFFECT", open_menu_effect); s->addSaveFunc([open_menu_effect] { bool needReload = false; if (Settings::getInstance()->getString("MenuOpeningEffect") != open_menu_effect->getSelected()) needReload = true; Settings::getInstance()->setString("MenuOpeningEffect", open_menu_effect->getSelected()); if (needReload) ViewController::get()->reloadAll(); }); #endif // Carousel transition option. auto move_carousel = std::make_shared(mWindow); move_carousel->setState(Settings::getInstance()->getBool("MoveCarousel")); s->addWithLabel("CAROUSEL TRANSITIONS", move_carousel); s->addSaveFunc([move_carousel] { if (move_carousel->getState() && !Settings::getInstance()->getBool("MoveCarousel") && PowerSaver::getMode() == PowerSaver::INSTANT) { Settings::getInstance()->setString("PowerSaverMode", "default"); PowerSaver::init(); } Settings::getInstance()->setBool("MoveCarousel", move_carousel->getState()); }); #if defined(USE_OPENGL_21) // Render scanlines for videos in the gamelists using a shader. auto render_video_scanlines = std::make_shared(mWindow); render_video_scanlines->setState(Settings::getInstance()->getBool("GamelistVideoScanlines")); s->addWithLabel("RENDER SCANLINES FOR GAMELIST VIDEOS", render_video_scanlines); s->addSaveFunc([render_video_scanlines] { Settings::getInstance()->setBool("GamelistVideoScanlines", render_video_scanlines->getState()); }); #endif // Sort folders on top of the gamelists. auto folders_on_top = std::make_shared(mWindow); folders_on_top->setState(Settings::getInstance()->getBool("FoldersOnTop")); s->addWithLabel("SORT FOLDERS ON TOP OF GAMELISTS", folders_on_top); s->addSaveFunc([folders_on_top] { if (Settings::getInstance()->setBool("FoldersOnTop", folders_on_top->getState())) for (auto it = SystemData::sSystemVector.cbegin(); it != SystemData::sSystemVector.cend(); it++) { if ((*it)->isCollection()) continue; FileData* rootFolder = (*it)->getRootFolder(); rootFolder->sort(rootFolder->getSortTypeFromString(rootFolder->getSortTypeString()), Settings::getInstance()->getBool("FavoritesFirst")); ViewController::get()->reloadGameListView(*it); // Jump to the first row of the gamelist. IGameListView* gameList = ViewController::get()->getGameListView((*it)).get(); gameList->setCursor(gameList->getFirstEntry()); } }); // Sort favorites on top of non-favorites in the gamelists. auto favorites_first = std::make_shared(mWindow); favorites_first->setState(Settings::getInstance()->getBool("FavoritesFirst")); s->addWithLabel("SORT FAVORITE GAMES ABOVE NON-FAVORITES", favorites_first); s->addSaveFunc([favorites_first] { if (Settings::getInstance()->setBool("FavoritesFirst", favorites_first->getState())) for (auto it = SystemData::sSystemVector.cbegin(); it != SystemData::sSystemVector.cend(); it++) { // The favorites and recent gamelists never sort favorites on top. if ((*it)->getName() == "favorites" || (*it)->getName() == "recent" || (*it)->getName() == "collections") continue; // Don't re-sort custom collections as they have their own option // for whether to sort favorites on top or not (FavFirstCustom). if ((*it)->isCustomCollection()) continue; FileData* rootFolder = (*it)->getRootFolder(); rootFolder->sort(rootFolder->getSortTypeFromString(rootFolder->getSortTypeString()), Settings::getInstance()->getBool("FavoritesFirst")); ViewController::get()->reloadGameListView(*it); // Jump to the first row of the gamelist. IGameListView* gameList = ViewController::get()->getGameListView((*it)).get(); gameList->setCursor(gameList->getFirstEntry()); } }); // Enable gamelist star markings for favorite games. auto favorites_stars = std::make_shared(mWindow); favorites_stars->setState(Settings::getInstance()->getBool("FavoritesStar")); s->addWithLabel("ADD STAR MARKINGS TO FAVORITE GAMES", favorites_stars); s->addSaveFunc([favorites_stars] { if (Settings::getInstance()->getBool("FavoritesStar") != favorites_stars->getState()) { Settings::getInstance()->setBool("FavoritesStar", favorites_stars->getState()); ViewController::get()->reloadAll(); } }); // Enable filters (ForceDisableFilters). auto enable_filter = std::make_shared(mWindow); enable_filter->setState(!Settings::getInstance()->getBool("ForceDisableFilters")); s->addWithLabel("GAMELIST FILTERS", enable_filter); s->addSaveFunc([enable_filter] { bool filter_is_enabled = !Settings::getInstance()->getBool("ForceDisableFilters"); Settings::getInstance()->setBool("ForceDisableFilters", !enable_filter->getState()); if (enable_filter->getState() != filter_is_enabled) ViewController::get()->ReloadAndGoToStart(); }); // Quick system select (left/right in game list view). auto quick_sys_select = std::make_shared(mWindow); quick_sys_select->setState(Settings::getInstance()->getBool("QuickSystemSelect")); s->addWithLabel("QUICK SYSTEM SELECT", quick_sys_select); s->addSaveFunc([quick_sys_select] { Settings::getInstance()->setBool("QuickSystemSelect", quick_sys_select->getState()); }); // Show help. auto show_help = std::make_shared(mWindow); show_help->setState(Settings::getInstance()->getBool("ShowHelpPrompts")); s->addWithLabel("ON-SCREEN HELP", show_help); s->addSaveFunc([show_help] { Settings::getInstance()->setBool("ShowHelpPrompts", show_help->getState()); }); // Play videos immediately (overrides theme setting). auto play_videos_immediately = std::make_shared(mWindow); play_videos_immediately->setState(Settings::getInstance()->getBool("PlayVideosImmediately")); s->addWithLabel("PLAY VIDEOS IMMEDIATELY (OVERRIDE THEME)", play_videos_immediately); s->addSaveFunc([play_videos_immediately] { Settings::getInstance()->setBool("PlayVideosImmediately", play_videos_immediately->getState()); }); // Whether to show start menu in Kid Mode. auto show_kidstartmenu = std::make_shared(mWindow); show_kidstartmenu->setState(Settings::getInstance()->getBool("ShowKidStartMenu")); s->addWithLabel("SHOW START MENU IN KID MODE", show_kidstartmenu); s->addSaveFunc([show_kidstartmenu] { Settings::getInstance()->setBool("ShowKidStartMenu", show_kidstartmenu->getState()); }); // Screensaver. ComponentListRow screensaver_row; screensaver_row.elements.clear(); screensaver_row.addElement(std::make_shared (mWindow, "SCREENSAVER SETTINGS", Font::get(FONT_SIZE_MEDIUM), 0x777777FF), true); screensaver_row.addElement(makeArrow(mWindow), false); screensaver_row.makeAcceptInputHandler(std::bind(&GuiMenu::openScreensaverOptions, this)); s->addRow(screensaver_row); mWindow->pushGui(s); } void GuiMenu::openOtherSettings() { auto s = new GuiSettings(mWindow, "OTHER SETTINGS"); // Maximum VRAM. auto max_vram = std::make_shared(mWindow, 80.f, 1024.f, 8.f, "MiB"); max_vram->setValue((float)(Settings::getInstance()->getInt("MaxVRAM"))); s->addWithLabel("VRAM LIMIT", max_vram); s->addSaveFunc([max_vram] { Settings::getInstance()->setInt("MaxVRAM", (int)Math::round(max_vram->getValue())); }); #if defined(__unix__) // Fullscreen mode. auto fullscreen_mode = std::make_shared> (mWindow, getHelpStyle(), "FULLSCREEN MODE", false); std::vector screenmode; screenmode.push_back("normal"); screenmode.push_back("borderless"); for (auto it = screenmode.cbegin(); it != screenmode.cend(); it++) fullscreen_mode->add(*it, *it, Settings::getInstance()->getString("FullscreenMode") == *it); s->addWithLabel("FULLSCREEN MODE (REQUIRES RESTART)", fullscreen_mode); s->addSaveFunc([fullscreen_mode] { if (Settings::getInstance()->getString("FullscreenMode") == "normal" && fullscreen_mode->getSelected() != "normal") { Settings::getInstance()->setString("PowerSaverMode", "default"); PowerSaver::init(); } Settings::getInstance()->setString("FullscreenMode", fullscreen_mode->getSelected()); }); #endif // Power saver. auto power_saver = std::make_shared> (mWindow, getHelpStyle(), "POWER SAVER MODES", false); std::vector modes; modes.push_back("disabled"); modes.push_back("default"); modes.push_back("enhanced"); modes.push_back("instant"); for (auto it = modes.cbegin(); it != modes.cend(); it++) power_saver->add(*it, *it, Settings::getInstance()->getString("PowerSaverMode") == *it); s->addWithLabel("POWER SAVER MODES", power_saver); s->addSaveFunc([this, power_saver] { if (Settings::getInstance()->getString("PowerSaverMode") != "instant" && power_saver->getSelected() == "instant") { Settings::getInstance()->setString("TransitionStyle", "instant"); Settings::getInstance()->setBool("MoveCarousel", false); Settings::getInstance()->setBool("NavigationSounds", false); } Settings::getInstance()->setString("PowerSaverMode", power_saver->getSelected()); PowerSaver::init(); }); #if defined(_RPI_) // Video Player - VideoOmxPlayer. auto omx_player = std::make_shared(mWindow); omx_player->setState(Settings::getInstance()->getBool("VideoOmxPlayer")); s->addWithLabel("USE OMX PLAYER (HW ACCELERATED)", omx_player); s->addSaveFunc([omx_player] { // Need to reload all views to re-create the right video components. bool needReload = false; if (Settings::getInstance()->getBool("VideoOmxPlayer") != omx_player->getState()) needReload = true; Settings::getInstance()->setBool("VideoOmxPlayer", omx_player->getState()); if (needReload) ViewController::get()->reloadAll(); }); #endif // When to save game metadata. auto gamelistsSaveMode = std::make_shared> (mWindow, getHelpStyle(), "SAVE METADATA", false); std::vector saveModes; saveModes.push_back("on exit"); saveModes.push_back("always"); saveModes.push_back("never"); for (auto it = saveModes.cbegin(); it != saveModes.cend(); it++) { gamelistsSaveMode->add(*it, *it, Settings::getInstance()-> getString("SaveGamelistsMode") == *it); } s->addWithLabel("WHEN TO SAVE GAME METADATA", gamelistsSaveMode); s->addSaveFunc([gamelistsSaveMode] { if (Settings::getInstance()->getString("SaveGamelistsMode") != gamelistsSaveMode->getSelected()) { Settings::getInstance()->setString("SaveGamelistsMode", gamelistsSaveMode->getSelected()); // Always save the gamelist.xml files if switching to 'always' as there may // be changes that will otherwise be lost. if (Settings::getInstance()->getString("SaveGamelistsMode") == "always") { for (auto it = SystemData::sSystemVector.cbegin(); it != SystemData::sSystemVector.cend(); it++) (*it)->writeMetaData(); } } }); // Game media directory. ComponentListRow row; auto mediaDirectory = std::make_shared(mWindow, "GAME MEDIA DIRECTORY", Font::get(FONT_SIZE_MEDIUM), 0x777777FF); auto bracket = std::make_shared(mWindow); bracket->setImage(":/graphics/arrow.svg"); bracket->setResize(Vector2f(0, Font::get(FONT_SIZE_MEDIUM)->getLetterHeight())); row.addElement(mediaDirectory, true); row.addElement(bracket, false); std::string title = "ENTER GAME MEDIA DIRECTORY"; std::string mediaDirectoryStaticText = "Default directory:"; std::string defaultDirectoryText = "~/.emulationstation/downloaded_media/"; std::string initValue = Settings::getInstance()->getString("MediaDirectory"); bool multiLine = false; auto updateVal = [](const std::string& newVal) { Settings::getInstance()->setString("MediaDirectory", newVal); Settings::getInstance()->saveFile(); ViewController::get()->reloadAll(); }; row.makeAcceptInputHandler([this, title, mediaDirectoryStaticText, defaultDirectoryText, initValue, updateVal, multiLine] { mWindow->pushGui(new GuiComplexTextEditPopup(mWindow, getHelpStyle(), title, mediaDirectoryStaticText, defaultDirectoryText, Settings::getInstance()->getString("MediaDirectory"), updateVal, multiLine, "SAVE", "SAVE CHANGES?")); }); s->addRow(row); #if defined(_WIN64) // Hide taskbar during ES program session. auto hide_taskbar = std::make_shared(mWindow); hide_taskbar->setState(Settings::getInstance()->getBool("HideTaskbar")); s->addWithLabel("HIDE TASKBAR (REQUIRES RESTART)", hide_taskbar); s->addSaveFunc([hide_taskbar] { Settings::getInstance()-> setBool("HideTaskbar", hide_taskbar->getState()); }); // Run ES in the background when a game has been launched. auto run_in_background = std::make_shared(mWindow); run_in_background->setState(Settings::getInstance()->getBool("RunInBackground")); s->addWithLabel("RUN IN BACKGROUND (WHILE GAME IS LAUNCHED)", run_in_background); s->addSaveFunc([run_in_background] { Settings::getInstance()-> setBool("RunInBackground", run_in_background->getState()); }); #endif // Allow overriding of the launch command per game (the option to disable this is // intended primarily for testing purposes). auto launchcommand_override = std::make_shared(mWindow); launchcommand_override->setState(Settings::getInstance()->getBool("LaunchCommandOverride")); s->addWithLabel("PER GAME LAUNCH COMMAND OVERRIDE", launchcommand_override); s->addSaveFunc([launchcommand_override] { Settings::getInstance()-> setBool("LaunchCommandOverride", launchcommand_override->getState()); }); // Hidden files. auto hidden_files = std::make_shared(mWindow); hidden_files->setState(Settings::getInstance()->getBool("ShowHiddenFiles")); s->addWithLabel("SHOW HIDDEN FILES AND FOLDERS (REQUIRES RESTART)", hidden_files); s->addSaveFunc([hidden_files] { Settings::getInstance()->setBool("ShowHiddenFiles", hidden_files->getState()); }); // Hidden games. auto hidden_games = std::make_shared(mWindow); hidden_games->setState(Settings::getInstance()->getBool("ShowHiddenGames")); s->addWithLabel("SHOW HIDDEN GAMES (REQUIRES RESTART)", hidden_games); s->addSaveFunc([hidden_games] { Settings::getInstance()->setBool("ShowHiddenGames", hidden_games->getState()); }); // Custom event scripts, fired using Scripting::fireEvent(). auto custom_eventscripts = std::make_shared(mWindow); custom_eventscripts->setState(Settings::getInstance()->getBool("CustomEventScripts")); s->addWithLabel("CUSTOM EVENT SCRIPTS", custom_eventscripts); s->addSaveFunc([custom_eventscripts] { Settings::getInstance()-> setBool("CustomEventScripts", custom_eventscripts->getState()); }); auto parse_gamelists = std::make_shared(mWindow); parse_gamelists->setState(Settings::getInstance()->getBool("ParseGamelistOnly")); s->addWithLabel("ONLY SHOW ROMS FROM GAMELIST.XML FILES", parse_gamelists); s->addSaveFunc([parse_gamelists] { Settings::getInstance()-> setBool("ParseGamelistOnly", parse_gamelists->getState()); }); auto local_art = std::make_shared(mWindow); local_art->setState(Settings::getInstance()->getBool("LocalArt")); s->addWithLabel("DISPLAY GAME ART FROM ROM DIRECTORIES", local_art); s->addSaveFunc([local_art] { Settings::getInstance()-> setBool("LocalArt", local_art->getState()); }); // GPU statistics. auto gpu_statistics = std::make_shared(mWindow); gpu_statistics->setState(Settings::getInstance()->getBool("DisplayGPUStatistics")); s->addWithLabel("DISPLAY GPU STATISTICS OVERLAY", gpu_statistics); s->addSaveFunc([gpu_statistics] { Settings::getInstance()->setBool("DisplayGPUStatistics", gpu_statistics->getState()); }); // macOS requires root privileges to reboot and power off so it doesn't make much // sense to enable these settings and menu entries for this operating system. #if !defined(__APPLE__) // Hide Reboot System option in the quit menu. auto show_rebootsystem = std::make_shared(mWindow); show_rebootsystem->setState(Settings::getInstance()->getBool("ShowRebootSystem")); s->addWithLabel("SHOW \"REBOOT SYSTEM\" MENU ENTRY", show_rebootsystem); s->addSaveFunc([show_rebootsystem] { Settings::getInstance()->setBool("ShowRebootSystem", show_rebootsystem->getState()); }); // Hide Power Off System option in the quit menu. auto show_poweroffsystem = std::make_shared(mWindow); show_poweroffsystem->setState(Settings::getInstance()->getBool("ShowPoweroffSystem")); s->addWithLabel("SHOW \"POWER OFF SYSTEM\" MENU ENTRY", show_poweroffsystem); s->addSaveFunc([show_poweroffsystem] { Settings::getInstance()->setBool("ShowPoweroffSystem", show_poweroffsystem->getState()); }); #endif mWindow->pushGui(s); } void GuiMenu::openConfigInput() { Window* window = mWindow; window->pushGui(new GuiMsgBox(window, getHelpStyle(), "ARE YOU SURE YOU WANT TO CONFIGURE INPUT?", "YES", [window] { window->pushGui(new GuiDetectDevice(window, false, false, nullptr)); }, "NO", nullptr) ); } void GuiMenu::openQuitMenu() { auto s = new GuiSettings(mWindow, "QUIT"); Window* window = mWindow; HelpStyle style = getHelpStyle(); ComponentListRow row; if (UIModeController::getInstance()->isUIModeFull()) { if (Settings::getInstance()->getBool("ShowExit")) { row.makeAcceptInputHandler([window, this] { window->pushGui(new GuiMsgBox(window, this->getHelpStyle(), "REALLY QUIT?", "YES", [] { Scripting::fireEvent("quit"); quitES(); }, "NO", nullptr)); }); row.addElement(std::make_shared(window, "QUIT EMULATIONSTATION", Font::get(FONT_SIZE_MEDIUM), 0x777777FF), true); s->addRow(row); } } // macOS requires root privileges to reboot and power off so it doesn't make much // sense to enable these settings and menu entries for this operating system. #if !defined(__APPLE__) if (Settings::getInstance()->getBool("ShowRebootSystem")) { row.elements.clear(); row.makeAcceptInputHandler([window, this] { window->pushGui(new GuiMsgBox(window, this->getHelpStyle(), "REALLY REBOOT?", "YES", [] { Scripting::fireEvent("quit", "reboot"); Scripting::fireEvent("reboot"); if (quitES(QuitMode::REBOOT) != 0) { LOG(LogWarning) << "Reboot terminated with non-zero result!"; } }, "NO", nullptr)); }); row.addElement(std::make_shared(window, "REBOOT SYSTEM", Font::get(FONT_SIZE_MEDIUM), 0x777777FF), true); s->addRow(row); } if (Settings::getInstance()->getBool("ShowPoweroffSystem")) { row.elements.clear(); row.makeAcceptInputHandler([window, this] { window->pushGui(new GuiMsgBox(window, this->getHelpStyle(), "REALLY POWER OFF?", "YES", [] { Scripting::fireEvent("quit", "poweroff"); Scripting::fireEvent("poweroff"); if (quitES(QuitMode::POWEROFF) != 0) { LOG(LogWarning) << "Power off terminated with non-zero result!"; } }, "NO", nullptr)); }); row.addElement(std::make_shared(window, "POWER OFF SYSTEM", Font::get(FONT_SIZE_MEDIUM), 0x777777FF), true); s->addRow(row); } #endif mWindow->pushGui(s); } void GuiMenu::addVersionInfo() { mVersion.setFont(Font::get(FONT_SIZE_SMALL)); mVersion.setColor(0x5E5E5EFF); mVersion.setText("EMULATIONSTATION-DE V" + Utils::String::toUpper(PROGRAM_VERSION_STRING)); mVersion.setHorizontalAlignment(ALIGN_CENTER); addChild(&mVersion); } void GuiMenu::openScreensaverOptions() { mWindow->pushGui(new GuiGeneralScreensaverOptions(mWindow, "SCREENSAVER SETTINGS")); } void GuiMenu::openCollectionSystemSettings() { mWindow->pushGui(new GuiCollectionSystemsOptions(mWindow)); } void GuiMenu::onSizeChanged() { mVersion.setSize(mSize.x(), 0); mVersion.setPosition(0, mSize.y() - mVersion.getSize().y()); } void GuiMenu::addEntry(const char* name, unsigned int color, bool add_arrow, const std::function& func) { std::shared_ptr font = Font::get(FONT_SIZE_MEDIUM); // Populate the list. ComponentListRow row; row.addElement(std::make_shared(mWindow, name, font, color), true); if (add_arrow) { std::shared_ptr bracket = makeArrow(mWindow); row.addElement(bracket, false); } row.makeAcceptInputHandler(func); mMenu.addRow(row); } void GuiMenu::close(bool closeAllWindows) { std::function closeFunc; if (!closeAllWindows) { closeFunc = [this] { delete this; }; } else { Window* window = mWindow; closeFunc = [window, this] { while (window->peekGui() != ViewController::get()) delete window->peekGui(); }; } closeFunc(); } bool GuiMenu::input(InputConfig* config, Input input) { if (GuiComponent::input(config, input)) return true; const bool isStart = config->isMappedTo("start", input); if (input.value != 0 && (config->isMappedTo("b", input) || isStart)) { close(isStart); return true; } return false; } std::vector GuiMenu::getHelpPrompts() { std::vector prompts; prompts.push_back(HelpPrompt("up/down", "choose")); prompts.push_back(HelpPrompt("a", "select")); prompts.push_back(HelpPrompt("b", "close menu")); prompts.push_back(HelpPrompt("start", "close menu")); return prompts; } HelpStyle GuiMenu::getHelpStyle() { HelpStyle style = HelpStyle(); style.applyTheme(ViewController::get()->getState().getSystem()->getTheme(), "system"); return style; }