ES-DE/es-app/src/views/UIModeController.h

66 lines
1.7 KiB
C++

// 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 <string>
#include <vector>
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<std::string> mInputVals =
{ "up", "down", "left", "right", "a", "b", "x", "y" };
};
#endif // ES_APP_VIEWS_UI_MODE_CONTROLLER_H