mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2024-11-28 00:55:39 +00:00
e0e1a05f1e
Also fixed an issue where the camera would not move until after the menu was closed.
152 lines
4.1 KiB
C++
152 lines
4.1 KiB
C++
// SPDX-License-Identifier: MIT
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//
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// EmulationStation Desktop Edition
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// Window.h
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//
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// Window management, screensaver management, and help prompts.
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// The input stack starts here as well, as this is the first instance called by InputManager.
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//
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#ifndef ES_CORE_WINDOW_H
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#define ES_CORE_WINDOW_H
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#include "resources/TextureResource.h"
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#include "HelpPrompt.h"
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#include "InputConfig.h"
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#include "Settings.h"
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#include <memory>
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class FileData;
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class Font;
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class GuiComponent;
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class HelpComponent;
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class ImageComponent;
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class InputConfig;
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class TextCache;
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class Transform4x4f;
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struct HelpStyle;
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class Window
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{
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public:
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class Screensaver
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{
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public:
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virtual bool allowSleep() = 0;
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virtual bool isScreensaverActive() = 0;
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virtual bool isFallbackScreensaver() = 0;
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virtual void startScreensaver(bool generateMediaList) = 0;
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virtual void stopScreensaver() = 0;
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virtual void nextGame() = 0;
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virtual void launchGame() = 0;
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virtual void goToGame() = 0;
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virtual void renderScreensaver() = 0;
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virtual void update(int deltaTime) = 0;
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virtual FileData* getCurrentGame() = 0;
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virtual void triggerNextGame() = 0;
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};
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class InfoPopup
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{
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public:
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virtual void render(const Transform4x4f& parentTrans) = 0;
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virtual void stop() = 0;
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virtual ~InfoPopup() {};
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};
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Window();
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~Window();
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void pushGui(GuiComponent* gui);
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void removeGui(GuiComponent* gui);
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GuiComponent* peekGui();
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inline int getGuiStackSize() { return static_cast<int>(mGuiStack.size()); }
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void textInput(const std::string& text);
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void input(InputConfig* config, Input input);
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void logInput(InputConfig* config, Input input);
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void update(int deltaTime);
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void render();
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bool init();
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void deinit();
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void normalizeNextUpdate();
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inline bool isSleeping() const { return mSleeping; }
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bool getAllowSleep();
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void setAllowSleep(bool sleep);
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void renderLoadingScreen(std::string text);
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// The list scroll overlay is triggered from IList when the highest scrolling tier is reached.
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void renderListScrollOverlay(unsigned char opacity, const std::string& text);
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void renderHelpPromptsEarly(); // Used to render HelpPrompts before a fade.
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void setHelpPrompts(const std::vector<HelpPrompt>& prompts, const HelpStyle& style);
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void setScreensaver(Screensaver* screensaver) { mScreensaver = screensaver; }
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void setInfoPopup(InfoPopup* infoPopup);
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void stopInfoPopup();
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bool isScreensaverActive() { return mRenderScreensaver; };
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void startScreensaver();
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bool stopScreensaver();
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void renderScreensaver();
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void screensaverTriggerNextGame() { mScreensaver->triggerNextGame(); };
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void setLaunchedGame();
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void unsetLaunchedGame();
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void invalidateCachedBackground();
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bool getGameLaunchedState() { return mGameLaunchedState; };
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void setAllowTextScrolling(bool setting) { mAllowTextScrolling = setting; };
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bool getAllowTextScrolling() { return mAllowTextScrolling; };
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void setChangedThemeSet() { mChangedThemeSet = true; };
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private:
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void onSleep();
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void onWake();
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// Returns true if at least one component on the stack is processing.
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bool isProcessing();
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HelpComponent* mHelp;
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ImageComponent* mBackgroundOverlay;
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unsigned char mBackgroundOverlayOpacity;
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Screensaver* mScreensaver;
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InfoPopup* mInfoPopup;
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std::vector<GuiComponent*> mGuiStack;
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std::vector<std::shared_ptr<Font>> mDefaultFonts;
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std::unique_ptr<TextCache> mFrameDataText;
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std::string mListScrollText;
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std::shared_ptr<Font> mListScrollFont;
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unsigned char mListScrollOpacity;
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bool mNormalizeNextUpdate;
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int mFrameTimeElapsed;
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int mFrameCountElapsed;
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int mAverageDeltaTime;
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bool mAllowSleep;
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bool mSleeping;
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unsigned int mTimeSinceLastInput;
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bool mRenderScreensaver;
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bool mGameLaunchedState;
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bool mAllowTextScrolling;
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bool mCachedBackground;
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bool mInvalidatedCachedBackground;
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unsigned char mTopOpacity;
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float mTopScale;
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bool mRenderedHelpPrompts;
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bool mChangedThemeSet;
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};
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#endif // ES_CORE_WINDOW_H
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