mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2024-11-22 22:25:38 +00:00
948 lines
35 KiB
C++
948 lines
35 KiB
C++
// SPDX-License-Identifier: MIT
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//
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// ES-DE Frontend
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// Window.cpp
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//
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// Window management, screensaver management, help prompts and splash screen.
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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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#include "Window.h"
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#include "InputManager.h"
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#include "Log.h"
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#include "Scripting.h"
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#include "Sound.h"
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#include "components/HelpComponent.h"
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#include "components/ImageComponent.h"
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#include "guis/GuiInfoPopup.h"
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#include "resources/Font.h"
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#if defined(__ANDROID__)
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#include "InputOverlay.h"
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#endif
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#include <algorithm>
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#include <iomanip>
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#define CLOCK_BACKGROUND_CREATION false
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Window::Window() noexcept
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: mRenderer {Renderer::getInstance()}
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, mSplashTextPositions {0.0f, 0.0f, 0.0f, 0.0f}
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, mBackgroundOverlayOpacity {1.0f}
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, mScreensaver {nullptr}
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, mMediaViewer {nullptr}
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, mPDFViewer {nullptr}
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, mLaunchScreen {nullptr}
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, mInfoPopup {nullptr}
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, mListScrollOpacity {0.0f}
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, mFrameTimeElapsed {0}
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, mFrameCountElapsed {0}
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, mAverageDeltaTime {10}
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, mTimeSinceLastInput {0}
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, mBlockInput {false}
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, mNormalizeNextUpdate {false}
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, mRenderScreensaver {false}
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, mRenderMediaViewer {false}
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, mRenderLaunchScreen {false}
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, mRenderPDFViewer {false}
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, mGameLaunchedState {false}
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, mAllowTextScrolling {true}
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, mAllowFileAnimation {true}
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, mCachedBackground {false}
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, mInvalidatedCachedBackground {false}
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, mInitiateCacheTimer {false}
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, mInvalidateCacheTimer {0}
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, mVideoPlayerCount {0}
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, mTopScale {0.5f}
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, mRenderedHelpPrompts {false}
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, mChangedTheme {false}
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{
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}
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Window::~Window()
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{
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// Delete all our GUIs.
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while (peekGui())
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delete peekGui();
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if (mInfoPopup)
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delete mInfoPopup;
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}
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Window* Window::getInstance()
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{
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static Window instance;
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return &instance;
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}
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void Window::pushGui(GuiComponent* gui)
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{
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mGuiStack.push_back(gui);
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gui->updateHelpPrompts();
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}
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void Window::removeGui(GuiComponent* gui)
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{
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for (auto it = mGuiStack.cbegin(); it != mGuiStack.cend(); ++it) {
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if (*it == gui) {
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it = mGuiStack.erase(it);
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// We just popped the stack and the stack is not empty.
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if (it == mGuiStack.cend() && mGuiStack.size())
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mGuiStack.back()->updateHelpPrompts();
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return;
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}
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}
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}
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GuiComponent* Window::peekGui()
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{
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if (mGuiStack.size() == 0)
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return nullptr;
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return mGuiStack.back();
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}
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bool Window::init()
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{
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if (!mRenderer->init()) {
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LOG(LogError) << "Renderer failed to initialize.";
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return false;
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}
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InputManager::getInstance().init();
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ResourceManager::getInstance().reloadAll();
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mHelp = std::make_unique<HelpComponent>();
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mSplash = std::make_unique<ImageComponent>(false, false);
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mBackgroundOverlay = std::make_unique<ImageComponent>(false, false);
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mBackgroundOverlayOpacity = 0.0f;
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// Keep a reference to the default fonts, so they don't keep getting destroyed/recreated.
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if (mDefaultFonts.empty()) {
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mDefaultFonts.push_back(Font::get(FONT_SIZE_SMALL));
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mDefaultFonts.push_back(Font::get(FONT_SIZE_MEDIUM));
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mDefaultFonts.push_back(Font::get(FONT_SIZE_MEDIUM_FIXED));
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mDefaultFonts.push_back(Font::get(FONT_SIZE_LARGE));
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mDefaultFonts.push_back(Font::get(FONT_SIZE_LARGE_FIXED));
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}
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if (mRenderer->getIsVerticalOrientation())
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mSplash->setResize(mRenderer->getScreenWidth() * 0.8f, 0.0f);
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else
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mSplash->setResize(0.0f, glm::clamp(mRenderer->getScreenHeight() * 0.62f, 0.0f,
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mRenderer->getScreenWidth() * 0.42f));
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mSplash->setImage(":/graphics/splash.svg");
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mSplash->setPosition((mRenderer->getScreenWidth() - mSplash->getSize().x) / 2.0f,
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(mRenderer->getScreenHeight() - mSplash->getSize().y) / 2.0f * 0.6f);
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mSplashTextScanning = std::unique_ptr<TextCache>(
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mDefaultFonts.at(1)->buildTextCache("Searching for games...", 0.0f, 0.0f, 0x777777FF));
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mSplashTextPopulating = std::unique_ptr<TextCache>(
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mDefaultFonts.at(1)->buildTextCache("Loading systems...", 0.0f, 0.0f, 0x777777FF));
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mSplashTextReloading = std::unique_ptr<TextCache>(
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mDefaultFonts.at(1)->buildTextCache("Reloading...", 0.0f, 0.0f, 0x777777FF));
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mSplashTextResourceCopy = std::unique_ptr<TextCache>(
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mDefaultFonts.at(1)->buildTextCache("Copying resources...", 0.0f, 0.0f, 0x777777FF));
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mSplashTextDirCreation = std::unique_ptr<TextCache>(mDefaultFonts.at(1)->buildTextCache(
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"Creating system directories...", 0.0f, 0.0f, 0x777777FF));
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mSplashTextPositions.x =
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(mRenderer->getScreenWidth() - mSplashTextScanning->metrics.size.x) / 2.0f;
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mSplashTextPositions.z =
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(mRenderer->getScreenWidth() - mSplashTextPopulating->metrics.size.x) / 2.0f;
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mSplashTextPositions.w =
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(mRenderer->getScreenWidth() - mSplashTextReloading->metrics.size.x) / 2.0f;
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mSplashTextPositions.y =
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mRenderer->getScreenHeight() * (mRenderer->getIsVerticalOrientation() ? 0.620f : 0.745f);
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ProgressBarRectangle progressBarRect;
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if (mRenderer->getIsVerticalOrientation())
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progressBarRect.barWidth = mRenderer->getScreenWidth() * 0.53f;
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else
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progressBarRect.barWidth = mRenderer->getScreenHeight() * 0.53f;
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progressBarRect.barHeight = mDefaultFonts.at(1)->getLetterHeight() * 1.1f;
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progressBarRect.barPosX =
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(mRenderer->getScreenWidth() / 2.0f) - (progressBarRect.barWidth / 2.0f);
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progressBarRect.barPosY = mSplashTextPositions.y + (progressBarRect.barHeight * 2.0f);
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progressBarRect.color = 0x777777FF;
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mProgressBarRectangles.emplace_back(progressBarRect);
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const float borderThickness {std::ceil(2.0f * mRenderer->getScreenResolutionModifier())};
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progressBarRect.barWidth -= borderThickness * 2.0f;
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progressBarRect.barHeight -= borderThickness * 2.0f;
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progressBarRect.barPosX += borderThickness;
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progressBarRect.barPosY += borderThickness;
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progressBarRect.color = 0x000000FF;
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mProgressBarRectangles.emplace_back(progressBarRect);
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progressBarRect.barWidth -= borderThickness * 2.0f;
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progressBarRect.barHeight -= borderThickness * 2.0f;
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progressBarRect.barPosX += borderThickness;
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progressBarRect.barPosY += borderThickness;
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progressBarRect.color = 0x79010FFF;
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mProgressBarRectangles.emplace_back(progressBarRect);
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mBackgroundOverlay->setImage(":/graphics/frame.png");
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mBackgroundOverlay->setResize(mRenderer->getScreenWidth(), mRenderer->getScreenHeight());
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mPostprocessedBackground = TextureResource::get("", false, false, false, false, false);
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mListScrollFont = Font::get(FONT_SIZE_LARGE);
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// Update our help because font sizes probably changed.
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if (peekGui())
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peekGui()->updateHelpPrompts();
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return true;
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}
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void Window::deinit()
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{
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// Hide all GUI elements on uninitialisation - this disable.
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for (auto it = mGuiStack.cbegin(); it != mGuiStack.cend(); ++it)
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(*it)->onHide();
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mPostprocessedBackground.reset();
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InputManager::getInstance().deinit();
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ResourceManager::getInstance().unloadAll();
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mRenderer->deinit();
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}
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void Window::input(InputConfig* config, Input input)
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{
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if (mBlockInput)
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return;
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mTimeSinceLastInput = 0;
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// The DebugSkipInputLogging option has to be set manually in es_settings.xml as
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// it does not have any settings menu entry.
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if (Settings::getInstance()->getBool("Debug") &&
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!Settings::getInstance()->getBool("DebugSkipInputLogging")) {
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logInput(config, input);
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}
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if (mMediaViewer && mRenderMediaViewer) {
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mMediaViewer->input(config, input);
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return;
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}
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if (mPDFViewer && mRenderPDFViewer) {
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mPDFViewer->input(config, input);
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return;
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}
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if (mGameLaunchedState && mLaunchScreen && mRenderLaunchScreen) {
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if (input.value != 0) {
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mLaunchScreen->closeLaunchScreen();
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mRenderLaunchScreen = false;
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}
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}
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if (mScreensaver) {
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if (mScreensaver->isScreensaverActive() &&
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Settings::getInstance()->getBool("ScreensaverControls") &&
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((Settings::getInstance()->getString("ScreensaverType") == "video") ||
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(Settings::getInstance()->getString("ScreensaverType") == "slideshow"))) {
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bool customImageSlideshow = false;
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if (Settings::getInstance()->getString("ScreensaverType") == "slideshow" &&
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Settings::getInstance()->getBool("ScreensaverSlideshowCustomImages"))
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customImageSlideshow = true;
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if ((customImageSlideshow || mScreensaver->getCurrentGame() != nullptr) &&
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(config->isMappedTo("a", input) || config->isMappedTo("y", input) ||
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config->isMappedLike("left", input) || config->isMappedLike("right", input))) {
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// Left or right browses to the next video or image.
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if (config->isMappedLike("left", input) || config->isMappedLike("right", input)) {
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if (input.value != 0) {
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// Handle screensaver control.
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mScreensaver->nextGame();
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}
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return;
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}
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else if (config->isMappedTo("a", input) && input.value != 0) {
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// Launch game.
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Scripting::fireEvent("screensaver-end", "game-start");
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stopScreensaver();
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mScreensaver->launchGame();
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return;
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}
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else if (config->isMappedTo("y", input) && input.value != 0) {
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// Jump to the game in its gamelist, but do not launch it.
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Scripting::fireEvent("screensaver-end", "game-jump");
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stopScreensaver();
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NavigationSounds::getInstance().playThemeNavigationSound(SCROLLSOUND);
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mScreensaver->goToGame();
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return;
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}
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}
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}
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}
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// Any keypress cancels the screensaver.
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if (input.value != 0 && isScreensaverActive()) {
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Scripting::fireEvent("screensaver-end", "cancel");
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stopScreensaver();
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return;
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}
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if (config->isMappedTo("a", input) && input.value != 0 &&
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Settings::getInstance()->getString("MenuOpeningEffect") == "scale-up" && mTopScale < 1.0f &&
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mGuiStack.size() == 2) {
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// The user has entered a submenu when the initial menu screen has not finished scaling
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// up. So scale it to full size so it won't be stuck at a smaller size when returning
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// from the submenu.
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mTopScale = 1.0f;
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GuiComponent* menu {mGuiStack.back()};
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glm::vec2 menuCenter {menu->getCenter()};
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menu->setOrigin(0.5f, 0.5f);
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menu->setPosition(menuCenter.x, menuCenter.y, 0.0f);
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menu->setScale(1.0f);
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}
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if (config->getDeviceId() == DEVICE_KEYBOARD && input.value && input.id == SDLK_g &&
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SDL_GetModState() & KMOD_LCTRL && Settings::getInstance()->getBool("Debug")) {
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// Toggle debug grid with Ctrl-G.
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Settings::getInstance()->setBool("DebugGrid",
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!Settings::getInstance()->getBool("DebugGrid"));
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}
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else if (config->getDeviceId() == DEVICE_KEYBOARD && input.value && input.id == SDLK_t &&
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SDL_GetModState() & KMOD_LCTRL && Settings::getInstance()->getBool("Debug")) {
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// Toggle TextComponent debug view with Ctrl-T.
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Settings::getInstance()->setBool("DebugText",
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!Settings::getInstance()->getBool("DebugText"));
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}
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else if (config->getDeviceId() == DEVICE_KEYBOARD && input.value && input.id == SDLK_i &&
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SDL_GetModState() & KMOD_LCTRL && Settings::getInstance()->getBool("Debug")) {
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// Toggle ImageComponent debug view with Ctrl-I.
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Settings::getInstance()->setBool("DebugImage",
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!Settings::getInstance()->getBool("DebugImage"));
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}
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else {
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if (peekGui())
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// This is where the majority of inputs will be consumed: the GuiComponent Stack.
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this->peekGui()->input(config, input);
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}
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}
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void Window::textInput(const std::string& text, const bool pasting)
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{
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if (peekGui())
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peekGui()->textInput(text, pasting);
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}
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void Window::logInput(InputConfig* config, Input input)
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{
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std::string mapname;
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std::vector<std::string> maps {config->getMappedTo(input)};
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for (auto mn : maps) {
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mapname += mn;
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mapname += ", ";
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}
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LOG(LogDebug) << "Window::logInput(" << config->getDeviceName() << "): " << input.string()
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<< ", isMappedTo=" << mapname << "value=" << input.value;
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}
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void Window::update(int deltaTime)
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{
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if (mInvalidateCacheTimer > 0)
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mInvalidateCacheTimer = glm::clamp(mInvalidateCacheTimer - deltaTime, 0, 500);
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if (mNormalizeNextUpdate) {
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mNormalizeNextUpdate = false;
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mTimeSinceLastInput = 0;
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if (deltaTime > mAverageDeltaTime)
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deltaTime = mAverageDeltaTime;
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}
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mFrameTimeElapsed += deltaTime;
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++mFrameCountElapsed;
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if (mFrameTimeElapsed > 500) {
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mAverageDeltaTime = mFrameTimeElapsed / mFrameCountElapsed;
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if (Settings::getInstance()->getBool("DisplayGPUStatistics")) {
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std::stringstream ss;
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// FPS.
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ss << std::fixed << std::setprecision(1)
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<< (1000.0f * static_cast<float>(mFrameCountElapsed) /
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static_cast<float>(mFrameTimeElapsed))
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<< " FPS (";
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ss << std::fixed << std::setprecision(2)
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<< (static_cast<float>(mFrameTimeElapsed) / static_cast<float>(mFrameCountElapsed))
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<< " ms)";
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// The following calculations are not accurate, and the font calculation is completely
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// broken. For now, still report the figures as it's somehow useful to locate memory
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// leaks and similar. But this needs to be completely overhauled later on.
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// VRAM.
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float textureVramUsageMiB {TextureResource::getTotalMemUsage() / 1024.0f / 1024.0f};
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float textureTotalUsageMiB {TextureResource::getTotalTextureSize() / 1024.0f / 1024.0f};
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float fontVramUsageMiB {Font::getTotalMemUsage() / 1024.0f / 1024.0f};
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ss << "\nFont VRAM: " << fontVramUsageMiB
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<< " MiB\nTexture VRAM: " << textureVramUsageMiB
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<< " MiB\nMax Texture VRAM: " << textureTotalUsageMiB << " MiB";
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mFrameDataText = std::unique_ptr<TextCache>(mDefaultFonts.at(0)->buildTextCache(
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ss.str(), mRenderer->getScreenWidth() * 0.02f, mRenderer->getScreenHeight() * 0.02f,
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0xFF00FFFF, 1.3f));
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}
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mFrameTimeElapsed = 0;
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mFrameCountElapsed = 0;
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}
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mTimeSinceLastInput += deltaTime;
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// If there is a popup notification queued, then display it.
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if (mInfoPopupQueue.size() > 0) {
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bool popupIsRunning = false;
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// If uncommenting the following, new popups will not be displayed until the one
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// currently shown has reached its display duration. This will be used later when
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// support for multiple GuiInfoPopup notifications is implemented.
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// if (mInfoPopup != nullptr && mInfoPopup->isRunning())
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// popupIsRunning = true;
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if (!popupIsRunning) {
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delete mInfoPopup;
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mInfoPopup =
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new GuiInfoPopup(mInfoPopupQueue.front().first, mInfoPopupQueue.front().second);
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mInfoPopupQueue.pop();
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}
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}
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if (peekGui())
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peekGui()->update(deltaTime);
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// If the theme changed, we need to update the background once so that the camera
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// will be moved. This is required as theme changes always make a transition to
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// the system view. If we wouldn't make this update, the camera movement would take
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// place once the menu has been closed.
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if (mChangedTheme) {
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mGuiStack.front()->update(deltaTime);
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mChangedTheme = false;
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}
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if (mMediaViewer && mRenderMediaViewer)
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mMediaViewer->update(deltaTime);
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if (mPDFViewer && mRenderPDFViewer)
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mPDFViewer->update(deltaTime);
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if (mLaunchScreen && mRenderLaunchScreen)
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mLaunchScreen->update(deltaTime);
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if (mScreensaver && mRenderScreensaver)
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mScreensaver->update(deltaTime);
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#if defined(__ANDROID__)
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if (Settings::getInstance()->getBool("InputTouchOverlay"))
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InputOverlay::getInstance().update(deltaTime);
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#endif
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}
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bool Window::isBackgroundDimmed()
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{
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return !mGuiStack.empty() && (mGuiStack.front() != mGuiStack.back() || mRenderLaunchScreen);
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}
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void Window::render()
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{
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// Short 25 ms delay before invalidating the cached background which will give the various
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// components a chance to render so they don't get exclued from the new cached image.
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if (mInitiateCacheTimer) {
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mInvalidateCacheTimer = 25;
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mInitiateCacheTimer = false;
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}
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glm::mat4 trans {mRenderer->getIdentity()};
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mRenderedHelpPrompts = false;
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// Draw only bottom and top of GuiStack (if they are different).
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if (!mGuiStack.empty()) {
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auto& bottom = mGuiStack.front();
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auto& top = mGuiStack.back();
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|
|
|
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<unsigned char> processedTexture(
|
|
static_cast<size_t>(mRenderer->getScreenWidth()) *
|
|
static_cast<size_t>(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) {
|
|
|
|
// We run two passes to make the blur smoother.
|
|
backgroundParameters.blurPasses = 2;
|
|
backgroundParameters.blurStrength = 1.35f;
|
|
|
|
// Also dim the background slightly.
|
|
if (Settings::getInstance()->getString("MenuColorScheme") == "light")
|
|
backgroundParameters.dimming = 0.60f;
|
|
else
|
|
backgroundParameters.dimming = 0.80f;
|
|
|
|
mRenderer->shaderPostprocessing(Renderer::Shader::CORE |
|
|
Renderer::Shader::BLUR_HORIZONTAL |
|
|
Renderer::Shader::BLUR_VERTICAL,
|
|
backgroundParameters, &processedTexture[0]);
|
|
}
|
|
else {
|
|
// Dim the background slightly.
|
|
if (Settings::getInstance()->getString("MenuColorScheme") == "light")
|
|
backgroundParameters.dimming = 0.60f;
|
|
else
|
|
backgroundParameters.dimming = 0.80f;
|
|
|
|
mRenderer->shaderPostprocessing(Renderer::Shader::CORE, backgroundParameters,
|
|
&processedTexture[0]);
|
|
}
|
|
|
|
if (mRenderer->getScreenRotation() == 0 || mRenderer->getScreenRotation() == 180) {
|
|
mPostprocessedBackground->initFromPixels(
|
|
&processedTexture[0], static_cast<size_t>(mRenderer->getScreenWidth()),
|
|
static_cast<size_t>(mRenderer->getScreenHeight()));
|
|
}
|
|
else {
|
|
mPostprocessedBackground->initFromPixels(
|
|
&processedTexture[0], static_cast<size_t>(mRenderer->getScreenHeight()),
|
|
static_cast<size_t>(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::milliseconds>(
|
|
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<unsigned char>(mListScrollOpacity * 255.0f),
|
|
0x00000000 | static_cast<unsigned char>(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<unsigned char>(mListScrollOpacity * 255.0f))};
|
|
mListScrollFont->renderTextCache(cache);
|
|
delete cache;
|
|
}
|
|
|
|
unsigned int screensaverTimer {
|
|
static_cast<unsigned int>(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);
|
|
|
|
if (mRenderMediaViewer)
|
|
mMediaViewer->render(trans);
|
|
|
|
if (mRenderPDFViewer)
|
|
mPDFViewer->render(trans);
|
|
|
|
if (mRenderLaunchScreen)
|
|
mLaunchScreen->render(trans);
|
|
|
|
if (mRenderScreensaver)
|
|
mScreensaver->renderScreensaver();
|
|
|
|
#if defined(__ANDROID__)
|
|
if (Settings::getInstance()->getBool("InputTouchOverlay"))
|
|
InputOverlay::getInstance().render(mRenderer->getIdentity());
|
|
#endif
|
|
|
|
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();
|
|
}
|
|
else if (state == SplashScreenState::RESOURCE_COPY) {
|
|
textPosX = (mRenderer->getScreenWidth() - mSplashTextResourceCopy->metrics.size.x) / 2.0f;
|
|
}
|
|
else if (state == SplashScreenState::DIR_CREATION) {
|
|
textPosX = (mRenderer->getScreenWidth() - mSplashTextDirCreation->metrics.size.x) / 2.0f;
|
|
}
|
|
|
|
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());
|
|
else if (state == SplashScreenState::RESOURCE_COPY)
|
|
mDefaultFonts.at(1)->renderTextCache(mSplashTextResourceCopy.get());
|
|
else if (state == SplashScreenState::DIR_CREATION)
|
|
mDefaultFonts.at(1)->renderTextCache(mSplashTextDirCreation.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<HelpPrompt>& prompts, const HelpStyle& style)
|
|
{
|
|
mHelp->clearPrompts();
|
|
mHelp->setStyle(style);
|
|
|
|
std::vector<HelpPrompt> addPrompts;
|
|
|
|
std::map<std::string, bool> inputSeenMap;
|
|
std::map<std::string, int> 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<int>(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<std::string> map {"up/down/left/right",
|
|
"up/down",
|
|
"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<int>(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<std::pair<std::string, int>>().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);
|
|
mScreensaver->renderScreensaver();
|
|
mRenderScreensaver = true;
|
|
}
|
|
}
|
|
|
|
bool Window::stopScreensaver()
|
|
{
|
|
if (mScreensaver && mRenderScreensaver) {
|
|
mScreensaver->stopScreensaver();
|
|
mRenderScreensaver = false;
|
|
setAllowTextScrolling(true);
|
|
setAllowFileAnimation(true);
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
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;
|
|
}
|
|
else {
|
|
queueInfoPopup("ERROR: COULDN'T RENDER PDF FILE", 4000);
|
|
}
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|