ES-DE/es-core/src/Window.cpp

920 lines
34 KiB
C++

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