mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2025-01-22 16:45:38 +00:00
XargonWan
1167c4be41
* Added initial text shaping support * Fixed some font issues * (Windows) Added initial text shaping support * (macOS) Added initial text shaping support * Disabled building of HarfBuzz-subset on Windows and macOS * (Android) Added initial text shaping support * Added the nl_NL locale to locale/languages * Changed the font VRAM usage calculation to actually only include texture data * Moved the HarfBuzz segment building to a separate function Also implemented segment caching and fixed an issue where missing glyphs were not handled correctly * Moved the text shaping to a separate function * Fixed a text shaping issue when there was a font change for the last character of a string * Added support for the pl_PL locale * Changed two font calculation functions to use shaped text Also consolidated the HarfBuzz segment creation and shaping into a single function * Added a hack to make shaped text wrap somehow correctly * Changed the text shaping function to return the segment vector * Text shaping segments are no longer created by space characters * RTL text segments are now flagged as such * Fixed an issue where text was not correctly centered after line breaks * Reverted some font changes that were not needed after all * Changed to having HarfBuzz set the horizontal glyph advance * Fixed another failure mode for the wrapText shaped text hack * Added a precaution to prevent crashes in case of broken fonts being used * Made accurate text layout work correctly using HarfBuzz * Removed the offensive wrapText hacks and added some optimizations Also changed the three dots to an actual ellipsis Unicode character when abbreviating text * Reverted a change in TextComponent as it caused unforeseen issues * Changed Font::shapeText() to pass the segments vector by reference * Removed a temporary member variable in Font and replaced it with proper argument passing * Fixed a regression where text shaping stopped working * Added sharing of glyph atlas entries between shaped glyph entries that need the same texture * Added support for the ar_EG locale * Some font-related code and comments cleanup * Fixed a source file header typo * Documentation update * Removed a lot of unnecessary text processing * Added the ICU library as a dependency * (Android) Added the ICU library as a dependency * (macOS) Added the ICU library as a dependency * (Windows) Added the ICU library as a dependency * (Windows) Fixed an MSVC compiler warning * Replaced all built-in Unicode case conversion logic and lookup tables with facilities from the ICU library * Documentation update * Updated the pl_PL translations * Added a menu title font size adjustment for the pl_PL translations * Removed support for NetBSD and OpenBSD * Changed a code comment that referred to BSD Unix * Documentation update * Silenced some Clang compiler warnings * Added experimental support for building on Haiku * (Haiku) Added a ScreenScraper platform identifier * (Haiku) Added support for the Sony PlayStation Portable (psp) game system * (Haiku) Added support for the ScummVM Game Engine (scummvm) game system * Documentation update * Updated the pl_PL translations * Changed ScreenSaver to use TextComponent instead of using Font facilities directly * Changed Window to use TextComponent instead of using Font facilities directly * Changed ButtonComponent to use TextComponent instead of using Font facilities directly * Changed SliderComponent to use TextComponent instead of using Font facilities directly * Reverted ButtonComponent and SliderComponent to render the debug overlays themselves * Changed DateTimeEditComponent to use TextComponent instead of using Font facilities directly * Minor code cleanup * Changed TextEditComponent to use TextComponent instead of using Font facilities directly * Changed Font::buildTextCache() and Font::renderTextCache() to protected functions * Changed a compiler silencing option to only apply to Clang * (Haiku) Updated CMake configuration to make ES-DE build on Haiku Nightly (but no longer on R1/beta4) * Documentation update * (Haiku) Added find rule configuration for RetroArch Also added a single core for testing purposes * Removed direct use of Font::wrapText() from OptionListComponent, TextEditComponent and TextListComponent * Removed direct use of Font::wrapText() from TextComponent * Fixed an issue where ComponentList could generate elements with negative widths * Added an assertion to GuiComponent::setSize() to check for negative mSize values * DateTimeEditComponent no longer renders the debug overlay unless there is a string to display * (FreeBSD) Added support for building with DEINIT_ON_LAUNCH * (FreeBSD) Added the man page to the CPack configuration * (FreeBSD) Added support for rebooting and powering off from inside ES-DE * (FreeBSD) Added fallback method to locate binary * Added layout and line wrapping support for shaped text and for mixing of LTR and RTL scripts * Fixed a special line wrapping scenario where a trailing space should be removed * (Windows) Fixed some MSVC compiler warnings * Fixed some Clang compiler warnings * Fixed an issue where theme names in the theme downloader could get abbreviated * Added support for the ca_AD locale * Documentation update * (Android) Fonts and locales are now copied earlier than the other assets as HarfBuzz and libintl need them earlier in the startup process * Documentation update * Added support for the de_DE locale * (Android) Added a new default find rule entry for Flycast as its application ID has been changed * Documentation update * Fixed an issue where text shaping could be permanently disabled after editing text * Fixed a potential issue where globally disabling text shaping could cause space detection to fail * Added a check for whether a text element has a width defined when the container property is set * (Android) Changed ePSXe to use %ROM% instead of %ROMSAF% * (Haiku) Added support for the PDF viewer * Updated the el_GR.po, es_ES.po, fr_FR.po, it_IT.po, ja_JP.po, ru_RU.po and zh_CN.po locale files * Documentation update * (Haiku) Added correct installation directories to the CMake configuration * (Haiku) Changed to correct installation directories * (Haiku) Added support for the correct system resource directories * (Haiku) Made sure es-pdf-convert is found under all circumstances * Updated the fr_FR translations * Updated the es_ES translations * Updated the it_IT translations * Added a menu title font size adjustment for the it_IT translations * Updated the ja_JP translations * Updated the zh_CN translations * Fixed an issue where scraping using TheGamesDB would crash the application * Added an extra check in OptionListComponent to avoid potential crashes * Removed support for the ca_AD locale * Added a code comment clarification in FileSystemUtil * Updated the pl_PL translations * Some minor code modernization in MameNames * Fixed an issue where returning from a game would sometimes make the helpsystem use the dimmed theme properties * (Haiku) Added a resource file * Added a menu title font size adjustment for the de_DE translations * (Haiku) Added support for some game systems * (Haiku) Added a HaikuPorts recipe * (Haiku) Fixed an URI issue in the HaikuPorts recipe * Documentation update * (Haiku) Added configuration for a number of game systems * Updated the it_IT translations * Documentation update * (Haiku) Updated the srcGitRev value in the HaikuPorts recipe * (Haiku) Added configuration for a number of game systems * Documentation update * (Haiku) Updated the srcGitRev value in the HaikuPorts recipe * (Haiku) Added configuration for a number of game systems * Documentation update * (Haiku) Added configuration for a number of game systems * Documentation update * (Haiku) Updated the srcGitRev value in the HaikuPorts recipe * Added basic configuration support and menu entries for theme localization * Changed a theme loading debug message * (linear-es-de) Fixed an issue where the system logo for saturnjp was incorrectly showing the western variant * (modern-es-de) Fixed an issue where the system logo for saturnjp was incorrectly showing the western variant * Updated the it_IT translations * Added support for using language variables in the theme configuration * Added localization support to DateTimeComponent * Added translations for the automatic collection names when used as theme system variables * Added localization support for the theme game counter * Added theme contextual hinting to the custom collection summary text in CollectionSystemsManager Also added translation support for a string that was previously missed * Added localization support to the label entries in capabilities.xml * Fixed a regression where horizontal text containers would sometimes not work correctly * Fixed an issue where text elements defined as gamecount using the systemdata property could not scroll horizontally * Added support for including theme files from within the colorScheme and fontSize tag pairs * Added translations for the automatic collection names (short name versions) when used as theme system variables * Fixed an incorrect code comment in CollectionSystemsManager * Added translations for the name and fullname systemdata properties for the text element * Added translation support for the metadata property for the text element * Updated all locale (.po) files with the theme engine localization additions * (linear-es-de) Added translations for en_US, en_GB and sv_SE * Documentation update * Updated the fr_FR translations * (linear-es-de) Added translations for fr_FR * Updated the ja_JP translations * Updated the zh_CN translations * (modern-es-de) Added translations for en_US, en_GB, fr_FR and sv_SE * Updated the es_ES translations * Updated the ro_RO translations * (linear-es-de) Added translations for es_ES * (linear-es-de) Added translations for ro_RO * (slate-es-de) Added translations for en_US, en_GB and sv_SE * (linear-es-de) Updated the es_ES translations * (modern-es-de) Updated the fr_FR translations * (linear-es-de) Some minor translation changes * (modern-es-de) Added translations for ro_RO * (slate-es-de) Added translations for ro_RO * Updated the it_IT translations * Updated the pt_BR translations * (linear-es-de) Added translations for it_IT * (modern-es-de) Decreased the helpsystem entry spacing * (modern-es-de) Added translations for es_ES and it_IT * (slate-es-de) Added translations for es_ES, fr_FR and it_IT * (linear-es-de) Added translations for pt_BR * (modern-es-de) Added translations for pt_BR * (slate-es-de) Added translations for pt_BR * (Haiku) Added support for the c64, plus4 and vic20 systems * Documentation update * (Haiku) Updated the srcGitRev value in the HaikuPorts recipe * Updated SDL to 2.30.6 on Android, Windows, macOS and the Linux AppImage builds * Added an ICU filter configuration file * (macOS) Reduced the ICU library size via a data filter file * (Windows) Reduced the ICU library size via a data filter file * Updated the ru_RU translations * (linear-es-de) Added translations for ru_RU * (modern-es-de) Added translations for ru_RU * (slate-es-de) Added translations for ru_RU * Added a menu title font size adjustment for the ru_RU translations * Removed an unnecessary element resize in ScrollableContainer * Fixed a line breaking issue * Added theme engine translations for 'unknown' metadata values for developer, publisher, genre and players * Added theme engine translations for 'never' and 'unknown' date values * (linear-es-de) Added translations for ja_JP and zh_CN * (modern-es-de) Added translations for ja_JP and zh_CN * (slate-es-de) Added translations for ja_JP and zh_CN * Updated all locales with new theme engine translations * Fixed an issue where the text element defaultValue property no longer worked correctly * (modern-es-de) Added some capitalized default metadata values * Documentation update * pdated the el_GR translations * (linear-es-de) Updated the system metadata * (linear-es-de) Added sv_SE translations for all system hardware types * Updated the de_DE translations * Updated the pl_PL translations * Bundled the July 2024 release of the Mozilla TLS/SSL certificates * Updated the MAME index files to include ROMs up to MAME version 0.269 * (linear-es-de) Added translations for pl_PL * Added the VirtualXT RetroArch core as an alternative emulator for the dos and pc systems * Added the Stella 2023 RetroArch core as an alternative emulator for the atari2600 system * Removed support for the ar_EG, de_DE, el_GR and nl_NL locales and moved their .po files to an archive directory * Documentation update * (modern-es-de) Added translations for pl_PL * (slate-es-de) Added translations for pl_PL * Updated SDL to 2.30.7 on Android, Windows, macOS and the Linux AppImage builds * Updated the fr_FR translations * Added support for the new Lime3DS binary names on Linux, macOS and Windows * Added some missing find rules for Lime3DS * (Windows) Added 'Shortcut' as an alternative emulator for the switch system Also added the .lnk file extension * Added jgenesis as an alternative emulator for the famicom, gamegear, gb, gbc, genesis, mastersystem, megacd, megacdjp, megadrive, megadrivejp, nes, segacd, sfc, snes and snesna systems on Linux and Windows * Documentation update * Added izapple2 standalone as an alternative emulator for the apple2 system on Linux and Windows * (Android) Added support for the Microsoft Windows (windows) game system using the Winlator emulator * (Android) Added Winlator PRoot Cmod standalone as an alternative emulator for the windows system * Documentation update * (Android) Added support for the PC Arcade Systems (pcarcade) and Taito Type X (type-x) game systems * Bumped the version to 3.1.0 * (modern-es-de) Eliminated an annoying debug message * (linear-es-de) Added some missing metadata files * (linear-es-de) Added some missing sv_SE translations * Updated the Winlator emulator names * Documentation update * Documentation update for the 3.1.0 release * Updated latest_release.json for the 3.1.0 release * Fixed a typo in the changelog * Documentation update * (Haiku) Updated the srcGitRev value in the HaikuPorts recipe * Bumped the version to 3.1.1-alpha * Video player resources are now completely freed up after finishing view transitions * Changed a rounding in ScrollableContainer to slightly decrease the risk of glyphs getting cut off at the bottom of the container * Added the Nanum Square Neo Korean font * Added support for the ko_KR locale * Fixed an issue where newly entered ScreenScraper username and password values were positioned incorrectly vertically in the account settings menu * Documentation update * Changed the position of the ko_KR language * Changed the ja_JP position in the languages file * Fixed an issue where attempting to view media for a game that had no downloaded media paused the playback of all static theme videos * Documentation update * Added support for the de_DE locale * Updated the fr_FR translations * Documentation update * Updated the de_DE translations --------- Co-authored-by: Leon Styhre <leon@leonstyhre.com>
197 lines
6.5 KiB
C++
197 lines
6.5 KiB
C++
// SPDX-License-Identifier: MIT
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//
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// ES-DE Frontend
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// UIModeController.cpp
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//
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// Handling of application user interface modes (full, kiosk and kid).
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// This includes switching the mode when the UI mode passkey is used.
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//
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#include "UIModeController.h"
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#include "FileFilterIndex.h"
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#include "Log.h"
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#include "SystemData.h"
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#include "Window.h"
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#include "utils/StringUtil.h"
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#include "views/ViewController.h"
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UIModeController::UIModeController() noexcept
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: mPassKeyCounter {0}
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{
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mPassKeySequence = Settings::getInstance()->getString("UIMode_passkey");
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mCurrentUIMode = Settings::getInstance()->getString("UIMode");
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// Handle a potentially invalid entry in the configuration file.
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if (mCurrentUIMode != "full" && mCurrentUIMode != "kid" && mCurrentUIMode != "kiosk") {
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mCurrentUIMode = "full";
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Settings::getInstance()->setString("UIMode", mCurrentUIMode);
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Settings::getInstance()->saveFile();
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}
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}
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UIModeController* UIModeController::getInstance()
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{
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static UIModeController instance;
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return &instance;
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}
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void UIModeController::monitorUIMode()
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{
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std::string uimode = Settings::getInstance()->getString("UIMode");
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// UI mode was changed.
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if (uimode != mCurrentUIMode && !ViewController::getInstance()->isCameraMoving()) {
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mCurrentUIMode = uimode;
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// Reset filters and sort gamelists (which will update the game counter).
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for (auto it = SystemData::sSystemVector.cbegin(); // Line break.
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it != SystemData::sSystemVector.cend(); ++it) {
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(*it)->sortSystem(true);
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(*it)->getIndex()->resetFilters();
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if ((*it)->getThemeFolder() == "custom-collections") {
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for (FileData* customSystem : (*it)->getRootFolder()->getChildrenListToDisplay())
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customSystem->getSystem()->getIndex()->resetFilters();
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}
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}
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ViewController::getInstance()->ReloadAndGoToStart();
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}
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}
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bool UIModeController::listen(InputConfig* config, Input input)
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{
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// Reads the current input to listen for the passkey sequence to unlock
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// the UI mode. The progress is saved in mPassKeyCounter.
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if ((Settings::getInstance()->getString("UIMode") == "full") || !isValidInput(config, input))
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return false; // Already unlocked, or invalid input, nothing to do here.
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if (!inputIsMatch(config, input))
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mPassKeyCounter = 0; // Current input is incorrect, reset counter.
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if (mPassKeyCounter == static_cast<int>(mPassKeySequence.length())) {
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unlockUIMode();
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return true;
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}
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return false;
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}
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bool UIModeController::inputIsMatch(InputConfig* config, Input input)
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{
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for (auto valstring : mInputVals) {
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if (config->isMappedLike(valstring, input) &&
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(mPassKeySequence[mPassKeyCounter] == valstring[0])) {
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++mPassKeyCounter;
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return true;
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}
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}
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return false;
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}
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// When we have reached the end of the list, trigger UI_mode unlock.
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void UIModeController::unlockUIMode()
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{
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LOG(LogInfo) << "Passkey sequence completed, switching UI mode to Full";
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Settings::getInstance()->setString("UIMode", "full");
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Settings::getInstance()->saveFile();
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mPassKeyCounter = 0;
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}
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bool UIModeController::isUIModeFull()
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{
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return ((mCurrentUIMode == "full" ||
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(isUIModeKid() && Settings::getInstance()->getBool("EnableMenuKidMode"))) &&
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!Settings::getInstance()->getBool("ForceKiosk"));
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}
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bool UIModeController::isUIModeKid()
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{
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return (Settings::getInstance()->getBool("ForceKid") ||
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((mCurrentUIMode == "kid") && !Settings::getInstance()->getBool("ForceKiosk")));
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}
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bool UIModeController::isUIModeKiosk()
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{
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return (Settings::getInstance()->getBool("ForceKiosk") ||
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((mCurrentUIMode == "kiosk") && !Settings::getInstance()->getBool("ForceKid")));
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}
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std::string UIModeController::getFormattedPassKeyStr()
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{
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// Supported sequence-inputs: u (up), d (down), l (left), r (right), a, b, x, y.
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std::string out = "";
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for (auto c : mPassKeySequence) {
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out += (out == "") ? "" : " , "; // Add commas between the entries.
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std::string controllerType = Settings::getInstance()->getString("InputControllerType");
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std::string symbolA;
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std::string symbolB;
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std::string symbolX;
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std::string symbolY;
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if (Settings::getInstance()->getBool("InputSwapButtons") || controllerType == "snes") {
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symbolA = "B";
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symbolB = "A";
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symbolX = "Y";
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symbolY = "X";
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}
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else if (controllerType == "ps123" || controllerType == "ps4" || controllerType == "ps5") {
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#if defined(_MSC_VER) // MSVC compiler.
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// These symbols are far from perfect but you can at least understand what
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// they are supposed to depict.
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symbolA = Utils::String::wideStringToString(L"\uF00D"); // Cross.
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symbolB = Utils::String::wideStringToString(L"\uF111"); // Circle
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symbolX = Utils::String::wideStringToString(L"\uF04D"); // Square.
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symbolY = Utils::String::wideStringToString(L"\uF0D8"); // Triangle.
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#else
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symbolA = "\uF00D"; // Cross.
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symbolB = "\uF111"; // Circle
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symbolX = "\uF04D"; // Square.
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symbolY = "\uF0D8"; // Triangle.
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#endif
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}
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else {
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// Xbox controller.
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symbolA = "A";
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symbolB = "B";
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symbolX = "X";
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symbolY = "Y";
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}
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switch (c) {
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case 'u':
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out += Utils::String::unicode2Chars(0x2191); // Arrow pointing up.
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break;
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case 'd':
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out += Utils::String::unicode2Chars(0x2193); // Arrow pointing down.
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break;
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case 'l':
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out += Utils::String::unicode2Chars(0x2190); // Arrow pointing left.
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break;
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case 'r':
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out += Utils::String::unicode2Chars(0x2192); // Arrow pointing right.
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break;
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case 'a':
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out += symbolA;
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break;
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case 'b':
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out += symbolB;
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break;
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case 'x':
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out += symbolX;
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break;
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case 'y':
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out += symbolY;
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break;
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}
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}
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return out;
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}
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bool UIModeController::isValidInput(InputConfig* config, Input input)
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{
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if ((config->getMappedTo(input).size() == 0) || // Not a mapped input, so ignore it.
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(!input.value)) // Not a key-down event.
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return false;
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else
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return true;
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}
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