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