// SPDX-License-Identifier: MIT // // EmulationStation Desktop Edition // Window.cpp // // Window management, screensaver management, help prompts and splash screen. // The input stack starts here as well, as this is the first instance called by InputManager. // #include "Window.h" #include "InputManager.h" #include "Log.h" #include "Scripting.h" #include "Sound.h" #include "components/HelpComponent.h" #include "components/ImageComponent.h" #include "guis/GuiInfoPopup.h" #include "resources/Font.h" #include #include #define CLOCK_BACKGROUND_CREATION false Window::Window() noexcept : mRenderer {Renderer::getInstance()} , mSplashTextPositions {0.0f, 0.0f, 0.0f, 0.0f} , mBackgroundOverlayOpacity {1.0f} , mScreensaver {nullptr} , mMediaViewer {nullptr} , mPDFViewer {nullptr} , mLaunchScreen {nullptr} , mInfoPopup {nullptr} , mListScrollOpacity {0.0f} , mFrameTimeElapsed {0} , mFrameCountElapsed {0} , mAverageDeltaTime {10} , mTimeSinceLastInput {0} , mNormalizeNextUpdate {false} , mRenderScreensaver {false} , mRenderMediaViewer {false} , mRenderLaunchScreen {false} , mRenderPDFViewer {false} , mGameLaunchedState {false} , mAllowTextScrolling {true} , mAllowFileAnimation {true} , mCachedBackground {false} , mInvalidatedCachedBackground {false} , mInitiateCacheTimer {false} , mInvalidateCacheTimer {0} , mVideoPlayerCount {0} , mTopScale {0.5f} , mRenderedHelpPrompts {false} , mChangedThemeSet {false} { } Window::~Window() { // Delete all our GUIs. while (peekGui()) delete peekGui(); if (mInfoPopup) delete mInfoPopup; } Window* Window::getInstance() { static Window instance; return &instance; } void Window::pushGui(GuiComponent* gui) { 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(); return; } } } GuiComponent* Window::peekGui() { if (mGuiStack.size() == 0) return nullptr; return mGuiStack.back(); } bool Window::init() { if (!mRenderer->init()) { LOG(LogError) << "Renderer failed to initialize."; return false; } InputManager::getInstance().init(); ResourceManager::getInstance().reloadAll(); mHelp = std::make_unique(); mSplash = std::make_unique(false, false); mBackgroundOverlay = std::make_unique(false, false); mBackgroundOverlayOpacity = 0.0f; // 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_MEDIUM_FIXED)); mDefaultFonts.push_back(Font::get(FONT_SIZE_LARGE)); mDefaultFonts.push_back(Font::get(FONT_SIZE_LARGE_FIXED)); } if (mRenderer->getIsVerticalOrientation()) mSplash->setResize(mRenderer->getScreenWidth() * 0.8f, 0.0f); else mSplash->setResize(0.0f, glm::clamp(mRenderer->getScreenHeight() * 0.62f, 0.0f, mRenderer->getScreenWidth() * 0.42f)); mSplash->setImage(":/graphics/splash.svg"); mSplash->setPosition((mRenderer->getScreenWidth() - mSplash->getSize().x) / 2.0f, (mRenderer->getScreenHeight() - mSplash->getSize().y) / 2.0f * 0.6f); mSplashTextScanning = std::unique_ptr( mDefaultFonts.at(1)->buildTextCache("Searching for games...", 0.0f, 0.0f, 0x777777FF)); mSplashTextPopulating = std::unique_ptr( mDefaultFonts.at(1)->buildTextCache("Loading systems...", 0.0f, 0.0f, 0x777777FF)); mSplashTextReloading = std::unique_ptr( mDefaultFonts.at(1)->buildTextCache("Reloading...", 0.0f, 0.0f, 0x777777FF)); mSplashTextPositions.x = (mRenderer->getScreenWidth() - mSplashTextScanning->metrics.size.x) / 2.0f; mSplashTextPositions.z = (mRenderer->getScreenWidth() - mSplashTextPopulating->metrics.size.x) / 2.0f; mSplashTextPositions.w = (mRenderer->getScreenWidth() - mSplashTextReloading->metrics.size.x) / 2.0f; mSplashTextPositions.y = mRenderer->getScreenHeight() * (mRenderer->getIsVerticalOrientation() ? 0.620f : 0.745f); ProgressBarRectangle progressBarRect; if (mRenderer->getIsVerticalOrientation()) progressBarRect.barWidth = mRenderer->getScreenWidth() * 0.53f; else progressBarRect.barWidth = mRenderer->getScreenHeight() * 0.53f; progressBarRect.barHeight = mDefaultFonts.at(1)->getLetterHeight() * 1.1f; progressBarRect.barPosX = (mRenderer->getScreenWidth() / 2.0f) - (progressBarRect.barWidth / 2.0f); progressBarRect.barPosY = mSplashTextPositions.y + (progressBarRect.barHeight * 2.0f); progressBarRect.color = 0x777777FF; mProgressBarRectangles.emplace_back(progressBarRect); const float borderThickness {std::ceil(2.0f * mRenderer->getScreenResolutionModifier())}; progressBarRect.barWidth -= borderThickness * 2.0f; progressBarRect.barHeight -= borderThickness * 2.0f; progressBarRect.barPosX += borderThickness; progressBarRect.barPosY += borderThickness; progressBarRect.color = 0x000000FF; mProgressBarRectangles.emplace_back(progressBarRect); progressBarRect.barWidth -= borderThickness * 2.0f; progressBarRect.barHeight -= borderThickness * 2.0f; progressBarRect.barPosX += borderThickness; progressBarRect.barPosY += borderThickness; progressBarRect.color = 0x79010FFF; mProgressBarRectangles.emplace_back(progressBarRect); mBackgroundOverlay->setImage(":/graphics/frame.png"); mBackgroundOverlay->setResize(mRenderer->getScreenWidth(), mRenderer->getScreenHeight()); mPostprocessedBackground = TextureResource::get("", false, false, false, false, false); 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(); mPostprocessedBackground.reset(); InputManager::getInstance().deinit(); ResourceManager::getInstance().unloadAll(); mRenderer->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("y", input) && input.value != 0) { mMediaViewer->launchPDFViewer(); return; } else 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 stops the media viewer. stopMediaViewer(); return; } if (mPDFViewer && mRenderPDFViewer) { if (config->isMappedLike("right", input) && input.value != 0) mPDFViewer->showNextPage(); else if (config->isMappedLike("left", input) && input.value != 0) mPDFViewer->showPreviousPage(); else if (config->isMappedLike("righttrigger", input) && input.value != 0) mPDFViewer->showLastPage(); else if (config->isMappedLike("lefttrigger", input) && input.value != 0) mPDFViewer->showFirstPage(); else if (input.value != 0) // Any other input stops the PDF viewer. stopPDFViewer(); 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. Scripting::fireEvent("screensaver-end", "game-start"); stopScreensaver(); mScreensaver->launchGame(); return; } else if (config->isMappedTo("y", input) && input.value != 0) { // Jump to the game in its gamelist, but do not launch it. Scripting::fireEvent("screensaver-end", "game-jump"); stopScreensaver(); NavigationSounds::getInstance().playThemeNavigationSound(SCROLLSOUND); mScreensaver->goToGame(); return; } } } } // Any keypress cancels the screensaver. if (input.value != 0 && isScreensaverActive()) { Scripting::fireEvent("screensaver-end", "cancel"); 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 (mInvalidateCacheTimer > 0) mInvalidateCacheTimer = glm::clamp(mInvalidateCacheTimer - deltaTime, 0, 500); 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(), mRenderer->getScreenWidth() * 0.02f, mRenderer->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(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.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() { // Short 25 ms delay before invalidating the cached background which will give the various // components a chance to render so they don't get exclued from the new cached image. if (mInitiateCacheTimer) { mInvalidateCacheTimer = 25; mInitiateCacheTimer = false; } glm::mat4 trans {mRenderer->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 || mRenderPDFViewer || 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 || mRenderPDFViewer) 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; // Don't render the bottom if the menu is open and the opening animation has finished // playing. If the background is invalidated rendering will be enabled briefly until // a new cached background has been generated. if (mGuiStack.size() > 1 && mCachedBackground) { if ((Settings::getInstance()->getString("MenuOpeningEffect") == "scale-up" && mBackgroundOverlayOpacity == 1.0f) || Settings::getInstance()->getString("MenuOpeningEffect") != "scale-up") renderBottom = false; } if (renderBottom) bottom->render(trans); if (bottom != top || mRenderLaunchScreen) { if (!mCachedBackground && mInvalidateCacheTimer == 0) { // 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 std::vector processedTexture( static_cast(mRenderer->getScreenWidth()) * static_cast(mRenderer->getScreenHeight()) * 4); // De-focus the background using multiple passes of gaussian blur, with the number // of iterations relative to the screen resolution. Renderer::postProcessingParams backgroundParameters; // TODO: Add support for non-blurred background when rotating screen 90 or 270 // degrees. if (Settings::getInstance()->getBool("MenuBlurBackground") || mRenderer->getScreenRotation() == 90 || mRenderer->getScreenRotation() == 270) { const float resolutionModifier {mRenderer->getScreenResolutionModifier()}; // clang-format off if (resolutionModifier < 1) backgroundParameters.blurPasses = 2; // Below 1080 else if (resolutionModifier >= 4) backgroundParameters.blurPasses = 12; // 8K else if (resolutionModifier >= 2.9) backgroundParameters.blurPasses = 10; // 6K else if (resolutionModifier >= 2.6) backgroundParameters.blurPasses = 8; // 5K else if (resolutionModifier >= 2) backgroundParameters.blurPasses = 5; // 4K else if (resolutionModifier >= 1.3) backgroundParameters.blurPasses = 3; // 1440 else if (resolutionModifier >= 1) backgroundParameters.blurPasses = 2; // 1080 // clang-format on // Also dim the background slightly. if (Settings::getInstance()->getString("MenuColorScheme") == "dark") backgroundParameters.dimming = 0.80f; else backgroundParameters.dimming = 0.60f; mRenderer->shaderPostprocessing(Renderer::Shader::CORE | Renderer::Shader::BLUR_HORIZONTAL | Renderer::Shader::BLUR_VERTICAL, backgroundParameters, &processedTexture[0]); } else { // Dim the background slightly. backgroundParameters.dimming = 0.60f; mRenderer->shaderPostprocessing(Renderer::Shader::CORE, backgroundParameters, &processedTexture[0]); } if (mRenderer->getScreenRotation() == 0 || mRenderer->getScreenRotation() == 180) { mPostprocessedBackground->initFromPixels( &processedTexture[0], static_cast(mRenderer->getScreenWidth()), static_cast(mRenderer->getScreenHeight())); } else { mPostprocessedBackground->initFromPixels( &processedTexture[0], static_cast(mRenderer->getScreenHeight()), static_cast(mRenderer->getScreenWidth())); } 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 = 1.0f; mInvalidatedCachedBackground = false; } else { mBackgroundOverlayOpacity = 0.1f; } mCachedBackground = true; #if (CLOCK_BACKGROUND_CREATION) LOG(LogDebug) << "Window::render(): Time to create cached background: " << std::chrono::duration_cast( std::chrono::system_clock::now() - 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 < 1.0f) mBackgroundOverlayOpacity = glm::clamp(mBackgroundOverlayOpacity + 0.118f, 0.0f, 1.0f); } 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 (!mRenderedHelpPrompts) mHelp->render(trans); if (!mRenderLaunchScreen) top->render(trans); } else { mCachedBackground = false; mTopScale = 0.5f; } } // Render the quick list scrolling overlay, which is triggered in IList. if (mListScrollOpacity != 0.0f) { mRenderer->setMatrix(mRenderer->getIdentity()); mRenderer->drawRect(0.0f, 0.0f, mRenderer->getScreenWidth(), mRenderer->getScreenHeight(), 0x00000000 | static_cast(mListScrollOpacity * 255.0f), 0x00000000 | static_cast(mListScrollOpacity * 255.0f)); glm::vec2 offset {mListScrollFont->sizeText(mListScrollText)}; offset.x = (mRenderer->getScreenWidth() - offset.x) * 0.5f; offset.y = (mRenderer->getScreenHeight() - offset.y) * 0.5f; TextCache* cache {mListScrollFont->buildTextCache( mListScrollText, offset.x, offset.y, 0xFFFFFF00 | static_cast(mListScrollOpacity * 255.0f))}; mListScrollFont->renderTextCache(cache); delete cache; } unsigned int screensaverTimer { static_cast(Settings::getInstance()->getInt("ScreensaverTimer"))}; if (mTimeSinceLastInput >= screensaverTimer && screensaverTimer != 0) { // If the media viewer or PDF viewer is running, or if a menu is open, then reset the // screensaver timer so that the screensaver won't start. if (mRenderMediaViewer || mRenderPDFViewer || 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(true); } 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 (mRenderMediaViewer) mMediaViewer->render(trans); if (mRenderPDFViewer) mPDFViewer->render(trans); if (mRenderLaunchScreen) mLaunchScreen->render(trans); if (Settings::getInstance()->getBool("DisplayGPUStatistics") && mFrameDataText) { mRenderer->setMatrix(mRenderer->getIdentity()); mDefaultFonts.at(1)->renderTextCache(mFrameDataText.get()); } } void Window::renderSplashScreen(SplashScreenState state, float progress) { glm::mat4 trans {mRenderer->getIdentity()}; mRenderer->setMatrix(trans); mRenderer->drawRect(0.0f, 0.0f, mRenderer->getScreenWidth(), mRenderer->getScreenHeight(), 0x000000FF, 0x000000FF); mSplash->render(trans); mRenderer->setMatrix(trans); if (state != SplashScreenState::RELOADING) { // We need to render three rectangles: border, black center and actual progress bar. for (size_t i {0}; i < mProgressBarRectangles.size(); ++i) { const float rectWidth {i == mProgressBarRectangles.size() - 1 ? progress : 1.0f}; mRenderer->drawRect( mProgressBarRectangles.at(i).barPosX, mProgressBarRectangles.at(i).barPosY, mProgressBarRectangles.at(i).barWidth * rectWidth, mProgressBarRectangles.at(i).barHeight, mProgressBarRectangles.at(i).color, mProgressBarRectangles.at(i).color); } } float textPosX {0.0f}; float textPosY {mSplashTextPositions.y}; if (state == SplashScreenState::SCANNING) { textPosX = mSplashTextPositions.x; } else if (state == SplashScreenState::POPULATING) { textPosX = mSplashTextPositions.z; } else if (state == SplashScreenState::RELOADING) { textPosX = mSplashTextPositions.w; textPosY += mDefaultFonts.at(1)->getLetterHeight(); } trans = glm::translate(trans, glm::round(glm::vec3 {textPosX, textPosY, 0.0f})); mRenderer->setMatrix(trans); if (state == SplashScreenState::SCANNING) mDefaultFonts.at(1)->renderTextCache(mSplashTextScanning.get()); else if (state == SplashScreenState::POPULATING) mDefaultFonts.at(1)->renderTextCache(mSplashTextPopulating.get()); else if (state == SplashScreenState::RELOADING) mDefaultFonts.at(1)->renderTextCache(mSplashTextReloading.get()); mRenderer->swapBuffers(); } void Window::renderListScrollOverlay(const float opacity, const std::string& text) { mListScrollOpacity = opacity * 0.6f; mListScrollText = text; } void Window::renderHelpPromptsEarly() { mHelp->render(mRenderer->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", "rt", "lt", "r", "l", "y", "x", "b", "a", "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::stopInfoPopup() { if (mInfoPopup) mInfoPopup->stop(); if (mInfoPopupQueue.size() > 0) std::queue>().swap(mInfoPopupQueue); } void Window::startScreensaver(bool onTimer) { if (mScreensaver && !mRenderScreensaver) { if (onTimer) Scripting::fireEvent("screensaver-start", "timer"); else Scripting::fireEvent("screensaver-start", "manual"); setAllowTextScrolling(false); setAllowFileAnimation(false); mScreensaver->startScreensaver(true); mRenderScreensaver = true; } } bool Window::stopScreensaver() { if (mScreensaver && mRenderScreensaver) { mScreensaver->stopScreensaver(); mRenderScreensaver = false; setAllowTextScrolling(true); setAllowFileAnimation(true); return true; } return false; } void Window::renderScreensaver() { if (mScreensaver) mScreensaver->renderScreensaver(); } void Window::startMediaViewer(FileData* game) { if (mMediaViewer) { if (mMediaViewer->startMediaViewer(game)) { setAllowTextScrolling(false); setAllowFileAnimation(false); mRenderMediaViewer = true; } } } void Window::stopMediaViewer() { if (mMediaViewer) { mMediaViewer->stopMediaViewer(); setAllowTextScrolling(true); setAllowFileAnimation(true); } mRenderMediaViewer = false; } void Window::startPDFViewer(FileData* game) { if (mPDFViewer) { if (mPDFViewer->startPDFViewer(game)) { setAllowTextScrolling(false); setAllowFileAnimation(false); mRenderPDFViewer = true; } } } void Window::stopPDFViewer() { if (mPDFViewer) { mPDFViewer->stopPDFViewer(); setAllowTextScrolling(true); setAllowFileAnimation(true); } mRenderPDFViewer = false; } void Window::displayLaunchScreen(FileData* game) { if (mLaunchScreen) { mLaunchScreen->displayLaunchScreen(game); mRenderLaunchScreen = true; } } void Window::closeLaunchScreen() { if (mLaunchScreen) mLaunchScreen->closeLaunchScreen(); mRenderLaunchScreen = false; } int Window::getVideoPlayerCount() { int videoPlayerCount; videoPlayerCount = mVideoPlayerCount; return videoPlayerCount; } void Window::invalidateCachedBackground() { mCachedBackground = false; mInvalidatedCachedBackground = true; mInitiateCacheTimer = true; } bool Window::isProcessing() { return count_if(mGuiStack.cbegin(), mGuiStack.cend(), [](GuiComponent* c) { return c->isProcessing(); }) > 0; }