ES-DE/es-app/src/guis/GuiMenu.cpp

900 lines
39 KiB
C++

//
// GuiMenu.cpp
//
// Main menu.
// Some submenus are covered in separate source files.
//
#include "guis/GuiMenu.h"
#include "components/OptionListComponent.h"
#include "components/SliderComponent.h"
#include "components/SwitchComponent.h"
#include "guis/GuiCollectionSystemsOptions.h"
#include "guis/GuiComplexTextEditPopup.h"
#include "guis/GuiDetectDevice.h"
#include "guis/GuiGeneralScreensaverOptions.h"
#include "guis/GuiMsgBox.h"
#include "guis/GuiScraperMenu.h"
#include "guis/GuiSettings.h"
#include "views/UIModeController.h"
#include "views/ViewController.h"
#include "views/gamelist/IGameListView.h"
#include "CollectionSystemManager.h"
#include "EmulationStation.h"
#include "FileSorts.h"
#include "Platform.h"
#include "Scripting.h"
#include "SystemData.h"
#include "VolumeControl.h"
#include <algorithm>
#include <SDL2/SDL_events.h>
GuiMenu::GuiMenu(Window* window) : GuiComponent(window),
mMenu(window, "MAIN MENU"), mVersion(window)
{
bool isFullUI = UIModeController::getInstance()->isUIModeFull();
if (isFullUI)
addEntry("SCRAPER", 0x777777FF, true, [this] { openScraperSettings(); });
if (isFullUI)
addEntry("UI SETTINGS", 0x777777FF, true, [this] { openUISettings(); });
addEntry("SOUND SETTINGS", 0x777777FF, true, [this] { openSoundSettings(); });
if (isFullUI)
addEntry("GAME COLLECTION SETTINGS", 0x777777FF, true, [this] {
openCollectionSystemSettings(); });
if (isFullUI)
addEntry("OTHER SETTINGS", 0x777777FF, true, [this] { openOtherSettings(); });
if (isFullUI)
addEntry("CONFIGURE INPUT", 0x777777FF, true, [this] { openConfigInput(); });
addEntry("QUIT", 0x777777FF, true, [this] {openQuitMenu(); });
addChild(&mMenu);
addVersionInfo();
setSize(mMenu.getSize());
setPosition((Renderer::getScreenWidth() - mSize.x()) / 2,
Renderer::getScreenHeight() * 0.15f);
}
void GuiMenu::openScraperSettings()
{
// Open the scrape menu.
mWindow->pushGui(new GuiScraperMenu(mWindow));
}
void GuiMenu::openSoundSettings()
{
auto s = new GuiSettings(mWindow, "SOUND SETTINGS");
// TEMPORARY - Hide the volume slider on macOS until the volume control logic
// has been implemented for this operating system.
#if !defined(__APPLE__)
// System volume.
auto volume = std::make_shared<SliderComponent>(mWindow, 0.f, 100.f, 1.f, "%");
volume->setValue((float)VolumeControl::getInstance()->getVolume());
s->addWithLabel("SYSTEM VOLUME", volume);
s->addSaveFunc([volume] { VolumeControl::getInstance()->
setVolume((int)Math::round(volume->getValue())); });
#endif
if (UIModeController::getInstance()->isUIModeFull()) {
// The ALSA Audio Card and Audio Device selection code is disabled at the moment.
// As PulseAudio controls the sound devices for the desktop environment, it doesn't
// make much sense to be able to select ALSA devices directly. Normally (always?)
// the selection doesn't make any difference at all. But maybe some PulseAudio
// settings could be added later on, if needed.
// The code is still active for Raspberry Pi though as I'm not sure if this is
// useful for that device.
// #if defined(__linux__)
#if defined(_RPI_)
// audio card
auto audio_card = std::make_shared<OptionListComponent<std::string>>
(mWindow, getHelpStyle(), "AUDIO CARD", false);
std::vector<std::string> audio_cards;
#if defined(_RPI_)
// RPi Specific Audio Cards
audio_cards.push_back("local");
audio_cards.push_back("hdmi");
audio_cards.push_back("both");
#endif
audio_cards.push_back("default");
audio_cards.push_back("sysdefault");
audio_cards.push_back("dmix");
audio_cards.push_back("hw");
audio_cards.push_back("plughw");
audio_cards.push_back("null");
if (Settings::getInstance()->getString("AudioCard") != "") {
if (std::find(audio_cards.begin(), audio_cards.end(),
Settings::getInstance()->getString("AudioCard")) == audio_cards.end()) {
audio_cards.push_back(Settings::getInstance()->getString("AudioCard"));
}
}
for (auto ac = audio_cards.cbegin(); ac != audio_cards.cend(); ac++)
audio_card->add(*ac, *ac, Settings::getInstance()->getString("AudioCard") == *ac);
s->addWithLabel("AUDIO CARD", audio_card);
s->addSaveFunc([audio_card] {
Settings::getInstance()->setString("AudioCard", audio_card->getSelected());
VolumeControl::getInstance()->deinit();
VolumeControl::getInstance()->init();
});
// Volume control device.
auto vol_dev = std::make_shared<OptionListComponent<std::string>>
(mWindow, getHelpStyle(), "AUDIO DEVICE", false);
std::vector<std::string> transitions;
transitions.push_back("PCM");
transitions.push_back("Speaker");
transitions.push_back("Master");
transitions.push_back("Digital");
transitions.push_back("Analogue");
if (Settings::getInstance()->getString("AudioDevice") != "") {
if (std::find(transitions.begin(), transitions.end(),
Settings::getInstance()->getString("AudioDevice")) == transitions.end()) {
transitions.push_back(Settings::getInstance()->getString("AudioDevice"));
}
}
for (auto it = transitions.cbegin(); it != transitions.cend(); it++)
vol_dev->add(*it, *it, Settings::getInstance()->getString("AudioDevice") == *it);
s->addWithLabel("AUDIO DEVICE", vol_dev);
s->addSaveFunc([vol_dev] {
Settings::getInstance()->setString("AudioDevice", vol_dev->getSelected());
VolumeControl::getInstance()->deinit();
VolumeControl::getInstance()->init();
});
#endif
#if defined(_RPI_)
// OMX player Audio Device
auto omx_audio_dev = std::make_shared<OptionListComponent<std::string>>
(mWindow, getHelpStyle(), "OMX PLAYER AUDIO DEVICE", false);
std::vector<std::string> omx_cards;
// RPi Specific Audio Cards
omx_cards.push_back("local");
omx_cards.push_back("hdmi");
omx_cards.push_back("both");
omx_cards.push_back("alsa:hw:0,0");
omx_cards.push_back("alsa:hw:1,0");
if (Settings::getInstance()->getString("OMXAudioDev") != "") {
if (std::find(omx_cards.begin(), omx_cards.end(),
Settings::getInstance()->getString("OMXAudioDev")) == omx_cards.end()) {
omx_cards.push_back(Settings::getInstance()->getString("OMXAudioDev"));
}
}
for (auto it = omx_cards.cbegin(); it != omx_cards.cend(); it++)
omx_audio_dev->add(*it, *it, Settings::getInstance()->getString("OMXAudioDev") == *it);
s->addWithLabel("OMX PLAYER AUDIO DEVICE", omx_audio_dev);
s->addSaveFunc([omx_audio_dev] {
if (Settings::getInstance()->getString("OMXAudioDev") != omx_audio_dev->getSelected())
Settings::getInstance()->setString("OMXAudioDev", omx_audio_dev->getSelected());
});
#endif
// Video audio.
auto video_audio = std::make_shared<SwitchComponent>(mWindow);
video_audio->setState(Settings::getInstance()->getBool("GamelistVideoAudio"));
s->addWithLabel("PLAY AUDIO FOR VIDEO FILES IN GAMELIST VIEWS", video_audio);
s->addSaveFunc([video_audio] { Settings::getInstance()->setBool("GamelistVideoAudio",
video_audio->getState()); });
// Navigation sounds.
auto navigation_sounds = std::make_shared<SwitchComponent>(mWindow);
navigation_sounds->setState(Settings::getInstance()->
getBool("NavigationSounds"));
s->addWithLabel("NAVIGATION SOUNDS", navigation_sounds);
s->addSaveFunc([navigation_sounds] {
if (navigation_sounds->getState() &&
!Settings::getInstance()->getBool("NavigationSounds") &&
PowerSaver::getMode() == PowerSaver::INSTANT) {
Settings::getInstance()->setString("PowerSaverMode", "default");
PowerSaver::init();
}
Settings::getInstance()->setBool("NavigationSounds",
navigation_sounds->getState());
});
}
mWindow->pushGui(s);
}
void GuiMenu::openUISettings()
{
auto s = new GuiSettings(mWindow, "UI SETTINGS");
// Optionally start in selected system/gamelist.
auto systemfocus_list = std::make_shared<OptionListComponent<std::string>>
(mWindow, getHelpStyle(), "GAMELIST ON STARTUP", false);
systemfocus_list->add("NONE", "", Settings::getInstance()->getString("StartupSystem") == "");
for (auto it = SystemData::sSystemVector.cbegin();
it != SystemData::sSystemVector.cend(); it++) {
if ("retropie" != (*it)->getName()) {
systemfocus_list->add((*it)->getName(), (*it)->getName(),
Settings::getInstance()->getString("StartupSystem") == (*it)->getName());
}
}
s->addWithLabel("GAMELIST TO SHOW ON STARTUP", systemfocus_list);
s->addSaveFunc([systemfocus_list] {
Settings::getInstance()->setString("StartupSystem", systemfocus_list->getSelected());
});
// GameList view style.
auto gamelist_style = std::make_shared<OptionListComponent<std::string>>
(mWindow, getHelpStyle(), "GAMELIST VIEW STYLE", false);
std::vector<std::string> styles;
styles.push_back("automatic");
styles.push_back("basic");
styles.push_back("detailed");
styles.push_back("video");
styles.push_back("grid");
for (auto it = styles.cbegin(); it != styles.cend(); it++)
gamelist_style->add(*it, *it, Settings::getInstance()->
getString("GamelistViewStyle") == *it);
s->addWithLabel("GAMELIST VIEW STYLE", gamelist_style);
s->addSaveFunc([gamelist_style] {
bool needReload = false;
if (Settings::getInstance()->getString("GamelistViewStyle") !=
gamelist_style->getSelected())
needReload = true;
Settings::getInstance()->setString("GamelistViewStyle", gamelist_style->getSelected());
if (needReload)
ViewController::get()->reloadAll();
});
// Transition style.
auto transition_style = std::make_shared<OptionListComponent<std::string>>
(mWindow, getHelpStyle(), "TRANSITION STYLE", false);
std::vector<std::string> transitions;
transitions.push_back("fade");
transitions.push_back("slide");
transitions.push_back("instant");
for (auto it = transitions.cbegin(); it != transitions.cend(); it++)
transition_style->add(*it, *it, Settings::getInstance()->
getString("TransitionStyle") == *it);
s->addWithLabel("TRANSITION STYLE", transition_style);
s->addSaveFunc([transition_style] {
if (Settings::getInstance()->getString("TransitionStyle") == "instant" &&
transition_style->getSelected() != "instant" &&
PowerSaver::getMode() == PowerSaver::INSTANT) {
Settings::getInstance()->setString("PowerSaverMode", "default");
PowerSaver::init();
}
Settings::getInstance()->setString("TransitionStyle", transition_style->getSelected());
});
// Theme selection.
auto themeSets = ThemeData::getThemeSets();
if (!themeSets.empty()) {
std::map<std::string, ThemeSet>::const_iterator selectedSet =
themeSets.find(Settings::getInstance()->getString("ThemeSet"));
if (selectedSet == themeSets.cend())
selectedSet = themeSets.cbegin();
auto theme_set = std::make_shared<OptionListComponent<std::string>>
(mWindow, getHelpStyle(), "THEME SET", false);
for (auto it = themeSets.cbegin(); it != themeSets.cend(); it++)
theme_set->add(it->first, it->first, it == selectedSet);
s->addWithLabel("THEME SET", theme_set);
Window* window = mWindow;
s->addSaveFunc([window, theme_set] {
bool needReload = false;
std::string oldTheme = Settings::getInstance()->getString("ThemeSet");
if (oldTheme != theme_set->getSelected())
needReload = true;
Settings::getInstance()->setString("ThemeSet", theme_set->getSelected());
if (needReload) {
Scripting::fireEvent("theme-changed", theme_set->getSelected(), oldTheme);
CollectionSystemManager::get()->updateSystemsList();
ViewController::get()->goToStart();
// TODO - replace this with some sort of signal-based implementation.
ViewController::get()->reloadAll();
}
});
}
// UI mode.
auto UImodeSelection = std::make_shared<OptionListComponent<std::string>>
(mWindow, getHelpStyle(), "UI MODE", false);
std::vector<std::string> UImodes = UIModeController::getInstance()->getUIModes();
for (auto it = UImodes.cbegin(); it != UImodes.cend(); it++)
UImodeSelection->add(*it, *it, Settings::getInstance()->getString("UIMode") == *it);
s->addWithLabel("UI MODE", UImodeSelection);
Window* window = mWindow;
s->addSaveFunc([ UImodeSelection, window, this] {
std::string selectedMode = UImodeSelection->getSelected();
if (selectedMode != "full") {
std::string msg = "YOU ARE CHANGING THE UI TO A RESTRICTED MODE:\n\"" +
Utils::String::toUpper(selectedMode) + "\"\n";
msg += "THIS WILL HIDE MOST MENU OPTIONS TO PREVENT CHANGES TO THE SYSTEM.\n";
msg += "TO UNLOCK AND RETURN TO THE FULL UI, ENTER THIS CODE: \n";
msg += "\"" + UIModeController::getInstance()->getFormattedPassKeyStr() + "\"\n\n";
msg += "DO YOU WANT TO PROCEED?";
window->pushGui(new GuiMsgBox(window, this->getHelpStyle(), msg,
"YES", [selectedMode] {
LOG(LogDebug) << "Setting UI mode to " << selectedMode;
Settings::getInstance()->setString("UIMode", selectedMode);
Settings::getInstance()->saveFile();
}, "NO",nullptr));
}
});
// Default gamelist sort order.
typedef OptionListComponent<const FileData::SortType*> SortList;
std::string sortOrder;
auto defaultSortOrder = std::make_shared<SortList>
(mWindow, getHelpStyle(), "DEFAULT SORT ORDER", false);
for (auto it = FileSorts::SortTypes.cbegin(); it != FileSorts::SortTypes.cend(); it++) {
if (it->description == Settings::getInstance()->getString("DefaultSortOrder")) {
sortOrder = it->description;
break;
}
}
// If an invalid sort order was defined in es_settings.cfg, then apply the default
// sort order 'filename, ascending'.
if (sortOrder == "")
sortOrder = "filename, ascending";
for (auto it = FileSorts::SortTypes.cbegin(); it != FileSorts::SortTypes.cend(); it++) {
const FileData::SortType& sort = *it;
if (sort.description == sortOrder)
defaultSortOrder->add(sort.description, &sort, true);
else
defaultSortOrder->add(sort.description, &sort, false);
}
s->addWithLabel("DEFAULT SORT ORDER", defaultSortOrder);
s->addSaveFunc([defaultSortOrder, sortOrder] {
std::string selectedSortOrder = defaultSortOrder.get()->getSelected()->description;
if (selectedSortOrder != sortOrder) {
Settings::getInstance()->setString("DefaultSortOrder", selectedSortOrder);
// Activate the new sort order by setting up the sort type per system
// and then resorting all gamelists.
for (auto it = SystemData::sSystemVector.cbegin(); it !=
SystemData::sSystemVector.cend(); it++) {
bool favoritesSorting;
if ((*it)->getName() == "recent")
continue;
if (CollectionSystemManager::get()->getIsCustomCollection(*it))
favoritesSorting = Settings::getInstance()->getBool("FavFirstCustom");
else
favoritesSorting = Settings::getInstance()->getBool("FavoritesFirst");
FileData* rootFolder = (*it)->getRootFolder();
rootFolder->getSystem()->setupSystemSortType(rootFolder);
rootFolder->sort(getSortTypeFromString(
rootFolder->getSortTypeString()), favoritesSorting);
ViewController::get()->reloadGameListView(*it);
// Jump to the first row of the gamelist.
IGameListView* gameList = ViewController::get()->getGameListView((*it)).get();
gameList->setCursor(gameList->getFirstEntry());
}
}
});
#if defined(USE_OPENGL_21)
// Open menu effect.
auto open_menu_effect = std::make_shared<OptionListComponent<std::string>>
(mWindow, getHelpStyle(), "OPEN MENU EFFECT", false);
std::vector<std::string> menu_effects;
menu_effects.push_back("scale-up");
menu_effects.push_back("fade-in");
menu_effects.push_back("none");
for (auto it = menu_effects.cbegin(); it != menu_effects.cend(); it++)
open_menu_effect->add(*it, *it, Settings::getInstance()->
getString("MenuOpeningEffect") == *it);
s->addWithLabel("MENU OPENING EFFECT", open_menu_effect);
s->addSaveFunc([open_menu_effect] {
bool needReload = false;
if (Settings::getInstance()->getString("MenuOpeningEffect") !=
open_menu_effect->getSelected())
needReload = true;
Settings::getInstance()->setString("MenuOpeningEffect", open_menu_effect->getSelected());
if (needReload)
ViewController::get()->reloadAll();
});
// Render scanlines for videos in the gamelists using a shader.
auto render_video_scanlines = std::make_shared<SwitchComponent>(mWindow);
render_video_scanlines->setState(Settings::getInstance()->getBool("GamelistVideoScanlines"));
s->addWithLabel("RENDER SCANLINES FOR GAMELIST VIDEOS", render_video_scanlines);
s->addSaveFunc([render_video_scanlines] {
Settings::getInstance()->setBool("GamelistVideoScanlines",
render_video_scanlines->getState()); });
#endif
// Sort folders on top of the gamelists.
auto folders_on_top = std::make_shared<SwitchComponent>(mWindow);
folders_on_top->setState(Settings::getInstance()->getBool("FoldersOnTop"));
s->addWithLabel("SORT FOLDERS ON TOP OF GAMELISTS", folders_on_top);
s->addSaveFunc([folders_on_top] {
if (Settings::getInstance()->setBool("FoldersOnTop", folders_on_top->getState()))
for (auto it = SystemData::sSystemVector.cbegin(); it !=
SystemData::sSystemVector.cend(); it++) {
if ((*it)->isCollection())
continue;
FileData* rootFolder = (*it)->getRootFolder();
rootFolder->sort(getSortTypeFromString(rootFolder->getSortTypeString()),
Settings::getInstance()->getBool("FavoritesFirst"));
ViewController::get()->reloadGameListView(*it);
// Jump to the first row of the gamelist.
IGameListView* gameList = ViewController::get()->getGameListView((*it)).get();
gameList->setCursor(gameList->getFirstEntry());
}
});
// Sort favorites on top of non-favorites in the gamelists.
auto favorites_first = std::make_shared<SwitchComponent>(mWindow);
favorites_first->setState(Settings::getInstance()->getBool("FavoritesFirst"));
s->addWithLabel("SORT FAVORITE GAMES ABOVE NON-FAVORITES", favorites_first);
s->addSaveFunc([favorites_first] {
if (Settings::getInstance()->setBool("FavoritesFirst", favorites_first->getState()))
for (auto it = SystemData::sSystemVector.cbegin(); it !=
SystemData::sSystemVector.cend(); it++) {
// The favorites and recent gamelists never sort favorites on top.
if ((*it)->getName() == "favorites" || (*it)->getName() == "recent" ||
(*it)->getName() == "collections")
continue;
// Don't re-sort custom collections as they have their own option
// for whether to sort favorites on top or not (FavFirstCustom).
if (CollectionSystemManager::get()->getIsCustomCollection((*it)))
continue;
FileData* rootFolder = (*it)->getRootFolder();
rootFolder->sort(getSortTypeFromString(rootFolder->getSortTypeString()),
Settings::getInstance()->getBool("FavoritesFirst"));
ViewController::get()->reloadGameListView(*it);
// Jump to the first row of the gamelist.
IGameListView* gameList = ViewController::get()->getGameListView((*it)).get();
gameList->setCursor(gameList->getFirstEntry());
}
});
// Enable filters (ForceDisableFilters).
auto enable_filter = std::make_shared<SwitchComponent>(mWindow);
enable_filter->setState(!Settings::getInstance()->getBool("ForceDisableFilters"));
s->addWithLabel("GAMELIST FILTERS", enable_filter);
s->addSaveFunc([enable_filter] {
bool filter_is_enabled = !Settings::getInstance()->getBool("ForceDisableFilters");
Settings::getInstance()->setBool("ForceDisableFilters", !enable_filter->getState());
if (enable_filter->getState() != filter_is_enabled)
ViewController::get()->ReloadAndGoToStart();
});
// Quick system select (left/right in game list view).
auto quick_sys_select = std::make_shared<SwitchComponent>(mWindow);
quick_sys_select->setState(Settings::getInstance()->getBool("QuickSystemSelect"));
s->addWithLabel("QUICK SYSTEM SELECT", quick_sys_select);
s->addSaveFunc([quick_sys_select] { Settings::getInstance()->setBool("QuickSystemSelect",
quick_sys_select->getState()); });
// Carousel transition option.
auto move_carousel = std::make_shared<SwitchComponent>(mWindow);
move_carousel->setState(Settings::getInstance()->getBool("MoveCarousel"));
s->addWithLabel("CAROUSEL TRANSITIONS", move_carousel);
s->addSaveFunc([move_carousel] {
if (move_carousel->getState() &&
!Settings::getInstance()->getBool("MoveCarousel") &&
PowerSaver::getMode() == PowerSaver::INSTANT) {
Settings::getInstance()->setString("PowerSaverMode", "default");
PowerSaver::init();
}
Settings::getInstance()->setBool("MoveCarousel", move_carousel->getState());
});
// Show help.
auto show_help = std::make_shared<SwitchComponent>(mWindow);
show_help->setState(Settings::getInstance()->getBool("ShowHelpPrompts"));
s->addWithLabel("ON-SCREEN HELP", show_help);
s->addSaveFunc([show_help] { Settings::getInstance()->setBool("ShowHelpPrompts",
show_help->getState()); });
// Whether to show start menu in Kid Mode.
auto show_kidstartmenu = std::make_shared<SwitchComponent>(mWindow);
show_kidstartmenu->setState(Settings::getInstance()->getBool("ShowKidStartMenu"));
s->addWithLabel("SHOW START MENU IN KID MODE", show_kidstartmenu);
s->addSaveFunc([show_kidstartmenu] { Settings::getInstance()->setBool("ShowKidStartMenu",
show_kidstartmenu->getState()); });
// Screensaver.
ComponentListRow screensaver_row;
screensaver_row.elements.clear();
screensaver_row.addElement(std::make_shared<TextComponent>
(mWindow, "SCREENSAVER SETTINGS", Font::get(FONT_SIZE_MEDIUM), 0x777777FF), true);
screensaver_row.addElement(makeArrow(mWindow), false);
screensaver_row.makeAcceptInputHandler(std::bind(&GuiMenu::openScreensaverOptions, this));
s->addRow(screensaver_row);
mWindow->pushGui(s);
}
void GuiMenu::openOtherSettings()
{
auto s = new GuiSettings(mWindow, "OTHER SETTINGS");
// Maximum VRAM.
auto max_vram = std::make_shared<SliderComponent>(mWindow, 80.f, 1024.f, 8.f, "MiB");
max_vram->setValue((float)(Settings::getInstance()->getInt("MaxVRAM")));
s->addWithLabel("VRAM LIMIT", max_vram);
s->addSaveFunc([max_vram] { Settings::getInstance()->setInt("MaxVRAM",
(int)Math::round(max_vram->getValue())); });
#if defined(__unix__)
// Fullscreen mode.
auto fullscreen_mode = std::make_shared<OptionListComponent<std::string>>
(mWindow, getHelpStyle(), "FULLSCREEN MODE", false);
std::vector<std::string> screenmode;
screenmode.push_back("normal");
screenmode.push_back("borderless");
for (auto it = screenmode.cbegin(); it != screenmode.cend(); it++)
fullscreen_mode->add(*it, *it, Settings::getInstance()->getString("FullscreenMode") == *it);
s->addWithLabel("FULLSCREEN MODE (REQUIRES RESTART)", fullscreen_mode);
s->addSaveFunc([fullscreen_mode] {
if (Settings::getInstance()->getString("FullscreenMode") == "normal" &&
fullscreen_mode->getSelected() != "normal") {
Settings::getInstance()->setString("PowerSaverMode", "default");
PowerSaver::init();
}
Settings::getInstance()->setString("FullscreenMode", fullscreen_mode->getSelected());
});
#endif
// Power saver.
auto power_saver = std::make_shared<OptionListComponent<std::string>>
(mWindow, getHelpStyle(), "POWER SAVER MODES", false);
std::vector<std::string> modes;
modes.push_back("disabled");
modes.push_back("default");
modes.push_back("enhanced");
modes.push_back("instant");
for (auto it = modes.cbegin(); it != modes.cend(); it++)
power_saver->add(*it, *it, Settings::getInstance()->getString("PowerSaverMode") == *it);
s->addWithLabel("POWER SAVER MODES", power_saver);
s->addSaveFunc([this, power_saver] {
if (Settings::getInstance()->getString("PowerSaverMode") !=
"instant" && power_saver->getSelected() == "instant") {
Settings::getInstance()->setString("TransitionStyle", "instant");
Settings::getInstance()->setBool("MoveCarousel", false);
Settings::getInstance()->setBool("NavigationSounds", false);
}
Settings::getInstance()->setString("PowerSaverMode", power_saver->getSelected());
PowerSaver::init();
});
#if defined(_RPI_)
// Video Player - VideoOmxPlayer.
auto omx_player = std::make_shared<SwitchComponent>(mWindow);
omx_player->setState(Settings::getInstance()->getBool("VideoOmxPlayer"));
s->addWithLabel("USE OMX PLAYER (HW ACCELERATED)", omx_player);
s->addSaveFunc([omx_player] {
// Need to reload all views to re-create the right video components.
bool needReload = false;
if (Settings::getInstance()->getBool("VideoOmxPlayer") != omx_player->getState())
needReload = true;
Settings::getInstance()->setBool("VideoOmxPlayer", omx_player->getState());
if (needReload)
ViewController::get()->reloadAll();
});
#endif
// When to save game metadata.
auto gamelistsSaveMode = std::make_shared<OptionListComponent<std::string>>
(mWindow, getHelpStyle(), "SAVE METADATA", false);
std::vector<std::string> saveModes;
saveModes.push_back("on exit");
saveModes.push_back("always");
saveModes.push_back("never");
for (auto it = saveModes.cbegin(); it != saveModes.cend(); it++) {
gamelistsSaveMode->add(*it, *it, Settings::getInstance()->
getString("SaveGamelistsMode") == *it);
}
s->addWithLabel("WHEN TO SAVE GAME METADATA", gamelistsSaveMode);
s->addSaveFunc([gamelistsSaveMode] {
Settings::getInstance()->setString("SaveGamelistsMode", gamelistsSaveMode->getSelected());
});
// Game media directory.
ComponentListRow row;
auto mediaDirectory = std::make_shared<TextComponent>(mWindow, "GAME MEDIA DIRECTORY",
Font::get(FONT_SIZE_MEDIUM), 0x777777FF);
auto bracket = std::make_shared<ImageComponent>(mWindow);
bracket->setImage(":/graphics/arrow.svg");
bracket->setResize(Vector2f(0, Font::get(FONT_SIZE_MEDIUM)->getLetterHeight()));
row.addElement(mediaDirectory, true);
row.addElement(bracket, false);
std::string title = "ENTER GAME MEDIA DIRECTORY";
std::string mediaDirectoryStaticText = "Default directory:";
std::string defaultDirectoryText = "~/.emulationstation/downloaded_media/";
std::string initValue = Settings::getInstance()->getString("MediaDirectory");
bool multiLine = false;
auto updateVal = [](const std::string& newVal) {
Settings::getInstance()->setString("MediaDirectory", newVal);
Settings::getInstance()->saveFile();
ViewController::get()->reloadAll();
};
row.makeAcceptInputHandler([this, title, mediaDirectoryStaticText,
defaultDirectoryText, initValue, updateVal, multiLine] {
mWindow->pushGui(new GuiComplexTextEditPopup(mWindow, getHelpStyle(),
title, mediaDirectoryStaticText, defaultDirectoryText,
Settings::getInstance()->getString("MediaDirectory"),
updateVal, multiLine, "SAVE", "SAVE CHANGES?"));
});
s->addRow(row);
#if defined(_WIN64)
// Hide taskbar during ES program session.
auto hide_taskbar = std::make_shared<SwitchComponent>(mWindow);
hide_taskbar->setState(Settings::getInstance()->getBool("HideTaskbar"));
s->addWithLabel("HIDE TASKBAR (REQUIRES RESTART)", hide_taskbar);
s->addSaveFunc([hide_taskbar] { Settings::getInstance()->
setBool("HideTaskbar", hide_taskbar->getState()); });
// Run ES in the background when a game has been launched.
auto run_in_background = std::make_shared<SwitchComponent>(mWindow);
run_in_background->setState(Settings::getInstance()->getBool("RunInBackground"));
s->addWithLabel("RUN IN BACKGROUND (WHILE GAME IS LAUNCHED)", run_in_background);
s->addSaveFunc([run_in_background] { Settings::getInstance()->
setBool("RunInBackground", run_in_background->getState()); });
#endif
// Allow overriding of the launch command per game (the option to disable this is
// intended primarily for testing purposes).
auto launchcommand_override = std::make_shared<SwitchComponent>(mWindow);
launchcommand_override->setState(Settings::getInstance()->getBool("LaunchCommandOverride"));
s->addWithLabel("PER GAME LAUNCH COMMAND OVERRIDE", launchcommand_override);
s->addSaveFunc([launchcommand_override] { Settings::getInstance()->
setBool("LaunchCommandOverride", launchcommand_override->getState()); });
// Hidden files.
auto hidden_files = std::make_shared<SwitchComponent>(mWindow);
hidden_files->setState(Settings::getInstance()->getBool("ShowHiddenFiles"));
s->addWithLabel("SHOW HIDDEN FILES AND FOLDERS (REQUIRES RESTART)", hidden_files);
s->addSaveFunc([hidden_files] { Settings::getInstance()->setBool("ShowHiddenFiles",
hidden_files->getState()); });
// Hidden games.
auto hidden_games = std::make_shared<SwitchComponent>(mWindow);
hidden_games->setState(Settings::getInstance()->getBool("ShowHiddenGames"));
s->addWithLabel("SHOW HIDDEN GAMES (REQUIRES RESTART)", hidden_games);
s->addSaveFunc([hidden_games] {
Settings::getInstance()->setBool("ShowHiddenGames",
hidden_games->getState());
});
// Custom event scripts, fired using Scripting::fireEvent().
auto custom_eventscripts = std::make_shared<SwitchComponent>(mWindow);
custom_eventscripts->setState(Settings::getInstance()->getBool("CustomEventScripts"));
s->addWithLabel("CUSTOM EVENT SCRIPTS", custom_eventscripts);
s->addSaveFunc([custom_eventscripts] { Settings::getInstance()->
setBool("CustomEventScripts", custom_eventscripts->getState()); });
auto parse_gamelists = std::make_shared<SwitchComponent>(mWindow);
parse_gamelists->setState(Settings::getInstance()->getBool("ParseGamelistOnly"));
s->addWithLabel("ONLY SHOW ROMS FROM GAMELIST.XML FILES", parse_gamelists);
s->addSaveFunc([parse_gamelists] { Settings::getInstance()->
setBool("ParseGamelistOnly", parse_gamelists->getState()); });
auto local_art = std::make_shared<SwitchComponent>(mWindow);
local_art->setState(Settings::getInstance()->getBool("LocalArt"));
s->addWithLabel("DISPLAY GAME ART FROM ROM DIRECTORIES", local_art);
s->addSaveFunc([local_art] { Settings::getInstance()->
setBool("LocalArt", local_art->getState()); });
// GPU statistics.
auto gpu_statistics = std::make_shared<SwitchComponent>(mWindow);
gpu_statistics->setState(Settings::getInstance()->getBool("DisplayGPUStatistics"));
s->addWithLabel("DISPLAY GPU STATISTICS OVERLAY", gpu_statistics);
s->addSaveFunc([gpu_statistics] { Settings::getInstance()->setBool("DisplayGPUStatistics",
gpu_statistics->getState()); });
// macOS requires root privileges to reboot and power off so it doesn't make much
// sense to enable these settings and menu entries for this operating system.
#if !defined(__APPLE__)
// Hide Reboot System option in the quit menu.
auto show_rebootsystem = std::make_shared<SwitchComponent>(mWindow);
show_rebootsystem->setState(Settings::getInstance()->getBool("ShowRebootSystem"));
s->addWithLabel("SHOW \"REBOOT SYSTEM\" MENU ENTRY", show_rebootsystem);
s->addSaveFunc([show_rebootsystem] { Settings::getInstance()->setBool("ShowRebootSystem",
show_rebootsystem->getState()); });
// Hide Power Off System option in the quit menu.
auto show_poweroffsystem = std::make_shared<SwitchComponent>(mWindow);
show_poweroffsystem->setState(Settings::getInstance()->getBool("ShowPoweroffSystem"));
s->addWithLabel("SHOW \"POWER OFF SYSTEM\" MENU ENTRY", show_poweroffsystem);
s->addSaveFunc([show_poweroffsystem] { Settings::getInstance()->setBool("ShowPoweroffSystem",
show_poweroffsystem->getState()); });
#endif
mWindow->pushGui(s);
}
void GuiMenu::openConfigInput()
{
Window* window = mWindow;
window->pushGui(new GuiMsgBox(window, getHelpStyle(),
"ARE YOU SURE YOU WANT TO CONFIGURE INPUT?", "YES", [window] {
window->pushGui(new GuiDetectDevice(window, false, false, nullptr));
}, "NO", nullptr)
);
}
void GuiMenu::openQuitMenu()
{
auto s = new GuiSettings(mWindow, "QUIT");
Window* window = mWindow;
HelpStyle style = getHelpStyle();
ComponentListRow row;
if (UIModeController::getInstance()->isUIModeFull()) {
if (Settings::getInstance()->getBool("ShowExit")) {
row.makeAcceptInputHandler([window, this] {
window->pushGui(new GuiMsgBox(window, this->getHelpStyle(),
"REALLY QUIT?", "YES", [] {
Scripting::fireEvent("quit");
quitES();
}, "NO", nullptr));
});
row.addElement(std::make_shared<TextComponent>(window, "QUIT EMULATIONSTATION",
Font::get(FONT_SIZE_MEDIUM), 0x777777FF), true);
s->addRow(row);
}
}
// macOS requires root privileges to reboot and power off so it doesn't make much
// sense to enable these settings and menu entries for this operating system.
#if !defined(__APPLE__)
if (Settings::getInstance()->getBool("ShowRebootSystem")) {
row.elements.clear();
row.makeAcceptInputHandler([window, this] {
window->pushGui(new GuiMsgBox(window, this->getHelpStyle(),
"REALLY REBOOT?", "YES", [] {
Scripting::fireEvent("quit", "reboot");
Scripting::fireEvent("reboot");
if (quitES(QuitMode::REBOOT) != 0) {
LOG(LogWarning) << "Reboot terminated with non-zero result!";
}
}, "NO", nullptr));
});
row.addElement(std::make_shared<TextComponent>(window, "REBOOT SYSTEM",
Font::get(FONT_SIZE_MEDIUM), 0x777777FF), true);
s->addRow(row);
}
if (Settings::getInstance()->getBool("ShowPoweroffSystem")) {
row.elements.clear();
row.makeAcceptInputHandler([window, this] {
window->pushGui(new GuiMsgBox(window, this->getHelpStyle(),
"REALLY POWER OFF?", "YES", [] {
Scripting::fireEvent("quit", "poweroff");
Scripting::fireEvent("poweroff");
if (quitES(QuitMode::POWEROFF) != 0) {
LOG(LogWarning) << "Power off terminated with non-zero result!";
}
}, "NO", nullptr));
});
row.addElement(std::make_shared<TextComponent>(window, "POWER OFF SYSTEM",
Font::get(FONT_SIZE_MEDIUM), 0x777777FF), true);
s->addRow(row);
}
#endif
mWindow->pushGui(s);
}
void GuiMenu::addVersionInfo()
{
mVersion.setFont(Font::get(FONT_SIZE_SMALL));
mVersion.setColor(0x5E5E5EFF);
mVersion.setText("EMULATIONSTATION-DE V" + Utils::String::toUpper(PROGRAM_VERSION_STRING));
mVersion.setHorizontalAlignment(ALIGN_CENTER);
addChild(&mVersion);
}
void GuiMenu::openScreensaverOptions() {
mWindow->pushGui(new GuiGeneralScreensaverOptions(mWindow, "SCREENSAVER SETTINGS"));
}
void GuiMenu::openCollectionSystemSettings() {
mWindow->pushGui(new GuiCollectionSystemsOptions(mWindow));
}
void GuiMenu::onSizeChanged()
{
mVersion.setSize(mSize.x(), 0);
mVersion.setPosition(0, mSize.y() - mVersion.getSize().y());
}
void GuiMenu::addEntry(const char* name, unsigned int color,
bool add_arrow, const std::function<void()>& func)
{
std::shared_ptr<Font> font = Font::get(FONT_SIZE_MEDIUM);
// Populate the list.
ComponentListRow row;
row.addElement(std::make_shared<TextComponent>(mWindow, name, font, color), true);
if (add_arrow) {
std::shared_ptr<ImageComponent> bracket = makeArrow(mWindow);
row.addElement(bracket, false);
}
row.makeAcceptInputHandler(func);
mMenu.addRow(row);
}
void GuiMenu::close(bool closeAllWindows)
{
std::function<void()> closeFunc;
if (!closeAllWindows) {
closeFunc = [this] { delete this; };
}
else {
Window* window = mWindow;
closeFunc = [window, this] {
while (window->peekGui() != ViewController::get())
delete window->peekGui();
};
}
closeFunc();
}
bool GuiMenu::input(InputConfig* config, Input input)
{
if (GuiComponent::input(config, input))
return true;
const bool isStart = config->isMappedTo("start", input);
if (input.value != 0 && (config->isMappedTo("b", input) || isStart)) {
close(isStart);
return true;
}
return false;
}
std::vector<HelpPrompt> GuiMenu::getHelpPrompts()
{
std::vector<HelpPrompt> prompts;
prompts.push_back(HelpPrompt("up/down", "choose"));
prompts.push_back(HelpPrompt("a", "select"));
prompts.push_back(HelpPrompt("b", "close menu"));
prompts.push_back(HelpPrompt("start", "close menu"));
return prompts;
}
HelpStyle GuiMenu::getHelpStyle()
{
HelpStyle style = HelpStyle();
style.applyTheme(ViewController::get()->getState().getSystem()->getTheme(), "system");
return style;
}