mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2024-11-23 06:35:38 +00:00
8fcb56cfb3
Also added an option to hide the taskbar.
127 lines
3 KiB
C++
127 lines
3 KiB
C++
//
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// Window.h
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//
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// Window management, screensaver and help prompts.
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//
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#pragma once
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#ifndef ES_CORE_WINDOW_H
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#define ES_CORE_WInDOW_H
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#include "HelpPrompt.h"
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#include "InputConfig.h"
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#include "Settings.h"
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#include <memory>
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class FileData;
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class Font;
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class GuiComponent;
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class HelpComponent;
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class ImageComponent;
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class InputConfig;
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class TextCache;
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class Transform4x4f;
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struct HelpStyle;
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class Window
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{
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public:
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class ScreenSaver
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{
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public:
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virtual void startScreenSaver() = 0;
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virtual void stopScreenSaver() = 0;
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virtual void nextVideo() = 0;
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virtual void renderScreenSaver() = 0;
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virtual bool allowSleep() = 0;
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virtual void update(int deltaTime) = 0;
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virtual bool isScreenSaverActive() = 0;
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virtual FileData* getCurrentGame() = 0;
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virtual void launchGame() = 0;
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virtual void resetCounts() = 0;
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};
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class InfoPopup
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{
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public:
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virtual void render(const Transform4x4f& parentTrans) = 0;
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virtual void stop() = 0;
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virtual ~InfoPopup() {};
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};
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Window();
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~Window();
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void pushGui(GuiComponent* gui);
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void removeGui(GuiComponent* gui);
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GuiComponent* peekGui();
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inline int getGuiStackSize() { return (int)mGuiStack.size(); }
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void textInput(const char* text);
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void input(InputConfig* config, Input input);
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void update(int deltaTime);
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void render();
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bool init();
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void deinit();
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void normalizeNextUpdate();
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inline bool isSleeping() const { return mSleeping; }
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bool getAllowSleep();
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void setAllowSleep(bool sleep);
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void renderLoadingScreen(std::string text);
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void renderHelpPromptsEarly(); // Used to render HelpPrompts before a fade.
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void setHelpPrompts(const std::vector<HelpPrompt>& prompts, const HelpStyle& style);
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void setScreenSaver(ScreenSaver* screenSaver) { mScreenSaver = screenSaver; }
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void setInfoPopup(InfoPopup* infoPopup) { delete mInfoPopup; mInfoPopup = infoPopup; }
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inline void stopInfoPopup() { if (mInfoPopup) mInfoPopup->stop(); };
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void startScreenSaver();
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bool cancelScreenSaver();
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void renderScreenSaver();
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bool isScreenSaverActive() { return mRenderScreenSaver; };
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void setLaunchedGame();
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void unsetLaunchedGame();
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bool getGameLaunchedState() { return mGameLaunchedState; };
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private:
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void onSleep();
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void onWake();
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// Returns true if at least one component on the stack is processing.
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bool isProcessing();
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HelpComponent* mHelp;
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ImageComponent* mBackgroundOverlay;
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ScreenSaver* mScreenSaver;
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InfoPopup* mInfoPopup;
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bool mRenderScreenSaver;
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bool mGameLaunchedState;
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std::vector<GuiComponent*> mGuiStack;
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std::vector<std::shared_ptr<Font>> mDefaultFonts;
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int mFrameTimeElapsed;
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int mFrameCountElapsed;
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int mAverageDeltaTime;
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std::unique_ptr<TextCache> mFrameDataText;
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bool mNormalizeNextUpdate;
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bool mAllowSleep;
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bool mSleeping;
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unsigned int mTimeSinceLastInput;
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bool mRenderedHelpPrompts;
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};
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#endif // ES_CORE_WINDOW_H
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