mirror of
https://github.com/RetroDECK/ES-DE.git
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803 lines
27 KiB
C++
803 lines
27 KiB
C++
// SPDX-License-Identifier: MIT
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//
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// EmulationStation Desktop Edition
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// Window.cpp
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//
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// Window management, screensaver management, and help prompts.
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// The input stack starts here as well, as this is the first instance called by InputManager.
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//
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#include "Window.h"
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#include "components/HelpComponent.h"
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#include "components/ImageComponent.h"
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#include "components/VideoVlcComponent.h"
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#include "resources/Font.h"
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#include "AudioManager.h"
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#include "InputManager.h"
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#include "Log.h"
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#include "Scripting.h"
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#include "Sound.h"
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#include <algorithm>
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#include <iomanip>
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Window::Window()
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: mScreensaver(nullptr),
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mMediaViewer(nullptr),
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mLaunchScreen(nullptr),
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mInfoPopup(nullptr),
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mNormalizeNextUpdate(false),
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mFrameTimeElapsed(0),
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mFrameCountElapsed(0),
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mAverageDeltaTime(10),
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mAllowSleep(true),
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mSleeping(false),
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mTimeSinceLastInput(0),
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mRenderScreensaver(false),
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mRenderMediaViewer(false),
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mRenderLaunchScreen(false),
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mGameLaunchedState(false),
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mAllowTextScrolling(true),
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mCachedBackground(false),
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mInvalidatedCachedBackground(false),
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mVideoPlayerCount(0),
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mTopOpacity(0),
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mTopScale(0.5),
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mListScrollOpacity(0),
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mChangedThemeSet(false)
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{
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mHelp = new HelpComponent(this);
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mBackgroundOverlay = new ImageComponent(this);
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}
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Window::~Window()
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{
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delete mBackgroundOverlay;
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// Delete all our GUIs.
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while (peekGui())
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delete peekGui();
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if (mInfoPopup)
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delete mInfoPopup;
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delete mHelp;
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}
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void Window::pushGui(GuiComponent* gui)
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{
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if (mGuiStack.size() > 0) {
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auto& top = mGuiStack.back();
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top->topWindow(false);
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}
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mGuiStack.push_back(gui);
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gui->updateHelpPrompts();
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}
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void Window::removeGui(GuiComponent* gui)
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{
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for (auto it = mGuiStack.cbegin(); it != mGuiStack.cend(); it++) {
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if (*it == gui) {
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it = mGuiStack.erase(it);
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// We just popped the stack and the stack is not empty.
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if (it == mGuiStack.cend() && mGuiStack.size()) {
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mGuiStack.back()->updateHelpPrompts();
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mGuiStack.back()->topWindow(true);
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}
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return;
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}
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}
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}
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GuiComponent* Window::peekGui()
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{
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if (mGuiStack.size() == 0)
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return nullptr;
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return mGuiStack.back();
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}
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bool Window::init()
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{
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if (!Renderer::init()) {
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LOG(LogError) << "Renderer failed to initialize.";
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return false;
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}
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InputManager::getInstance()->init();
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ResourceManager::getInstance()->reloadAll();
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// Keep a reference to the default fonts, so they don't keep getting destroyed/recreated.
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if (mDefaultFonts.empty()) {
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mDefaultFonts.push_back(Font::get(FONT_SIZE_SMALL));
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mDefaultFonts.push_back(Font::get(FONT_SIZE_MEDIUM));
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mDefaultFonts.push_back(Font::get(FONT_SIZE_LARGE));
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}
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mBackgroundOverlay->setImage(":/graphics/screen_gradient.png");
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mBackgroundOverlay->setResize(static_cast<float>(Renderer::getScreenWidth()),
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static_cast<float>(Renderer::getScreenHeight()));
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mListScrollFont = Font::get(FONT_SIZE_LARGE);
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// Update our help because font sizes probably changed.
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if (peekGui())
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peekGui()->updateHelpPrompts();
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return true;
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}
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void Window::deinit()
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{
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// Hide all GUI elements on uninitialisation - this disable.
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for (auto it = mGuiStack.cbegin(); it != mGuiStack.cend(); it++)
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(*it)->onHide();
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InputManager::getInstance()->deinit();
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ResourceManager::getInstance()->unloadAll();
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VideoVlcComponent::deinit();
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Renderer::deinit();
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}
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void Window::input(InputConfig* config, Input input)
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{
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mTimeSinceLastInput = 0;
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// The DebugSkipInputLogging option has to be set manually in es_settings.xml as
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// it does not have any settings menu entry.
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if (Settings::getInstance()->getBool("Debug") &&
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!Settings::getInstance()->getBool("DebugSkipInputLogging"))
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logInput(config, input);
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if (mMediaViewer && mRenderMediaViewer) {
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if (config->isMappedLike("right", input) && input.value != 0)
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mMediaViewer->showNext();
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else if (config->isMappedLike("left", input) && input.value != 0)
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mMediaViewer->showPrevious();
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else if (input.value != 0)
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// Any other input than left or right stops the media viewer.
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stopMediaViewer();
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return;
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}
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if (mGameLaunchedState && mLaunchScreen && mRenderLaunchScreen) {
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if (input.value != 0) {
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mLaunchScreen->closeLaunchScreen();
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mRenderLaunchScreen = false;
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}
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}
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if (mScreensaver) {
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if (mScreensaver->isScreensaverActive() &&
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Settings::getInstance()->getBool("ScreensaverControls") &&
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((Settings::getInstance()->getString("ScreensaverType") == "video") ||
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(Settings::getInstance()->getString("ScreensaverType") == "slideshow"))) {
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bool customImageSlideshow = false;
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if (Settings::getInstance()->getString("ScreensaverType") == "slideshow" &&
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Settings::getInstance()->getBool("ScreensaverSlideshowCustomImages"))
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customImageSlideshow = true;
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if ((customImageSlideshow || mScreensaver->getCurrentGame() != nullptr) &&
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(config->isMappedTo("a", input) || config->isMappedTo("y", input) ||
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config->isMappedLike("left", input) || config->isMappedLike("right", input))) {
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// Left or right browses to the next video or image.
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if (config->isMappedLike("left", input) || config->isMappedLike("right", input)) {
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if (input.value != 0) {
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// Handle screensaver control.
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mScreensaver->nextGame();
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}
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return;
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}
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else if (config->isMappedTo("a", input) && input.value != 0) {
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// Launch game.
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stopScreensaver();
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mScreensaver->launchGame();
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// To force handling the wake up process.
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mSleeping = true;
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}
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else if (config->isMappedTo("y", input) && input.value != 0) {
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// Jump to the game in its gamelist, but do not launch it.
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stopScreensaver();
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NavigationSounds::getInstance()->playThemeNavigationSound(SCROLLSOUND);
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mScreensaver->goToGame();
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// To force handling the wake up process.
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mSleeping = true;
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}
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}
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}
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}
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if (mSleeping) {
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// Wake up.
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stopScreensaver();
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mSleeping = false;
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onWake();
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return;
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}
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// Any keypress cancels the screensaver.
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if (input.value != 0 && isScreensaverActive()) {
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stopScreensaver();
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return;
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}
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if (config->getDeviceId() == DEVICE_KEYBOARD && input.value && input.id == SDLK_g &&
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SDL_GetModState() & KMOD_LCTRL && Settings::getInstance()->getBool("Debug")) {
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// Toggle debug grid with Ctrl-G.
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Settings::getInstance()->setBool("DebugGrid",
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!Settings::getInstance()->getBool("DebugGrid"));
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}
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else if (config->getDeviceId() == DEVICE_KEYBOARD && input.value && input.id == SDLK_t &&
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SDL_GetModState() & KMOD_LCTRL && Settings::getInstance()->getBool("Debug")) {
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// Toggle TextComponent debug view with Ctrl-T.
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Settings::getInstance()->setBool("DebugText",
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!Settings::getInstance()->getBool("DebugText"));
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}
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else if (config->getDeviceId() == DEVICE_KEYBOARD && input.value && input.id == SDLK_i &&
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SDL_GetModState() & KMOD_LCTRL && Settings::getInstance()->getBool("Debug")) {
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// Toggle ImageComponent debug view with Ctrl-I.
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Settings::getInstance()->setBool("DebugImage",
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!Settings::getInstance()->getBool("DebugImage"));
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}
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else {
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if (peekGui())
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// This is where the majority of inputs will be consumed: the GuiComponent Stack.
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this->peekGui()->input(config, input);
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}
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}
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void Window::textInput(const std::string& text)
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{
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if (peekGui())
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peekGui()->textInput(text);
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}
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void Window::logInput(InputConfig* config, Input input)
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{
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std::string mapname = "";
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std::vector<std::string> maps = config->getMappedTo(input);
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for (auto mn : maps) {
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mapname += mn;
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mapname += ", ";
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}
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LOG(LogDebug) << "Window::logInput(" << config->getDeviceName() << "): " <<
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input.string() << ", isMappedTo=" << mapname << "value=" << input.value;
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}
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void Window::update(int deltaTime)
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{
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if (mNormalizeNextUpdate) {
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mNormalizeNextUpdate = false;
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mTimeSinceLastInput = 0;
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if (deltaTime > mAverageDeltaTime)
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deltaTime = mAverageDeltaTime;
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}
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mFrameTimeElapsed += deltaTime;
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mFrameCountElapsed++;
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if (mFrameTimeElapsed > 500) {
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mAverageDeltaTime = mFrameTimeElapsed / mFrameCountElapsed;
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if (Settings::getInstance()->getBool("DisplayGPUStatistics")) {
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std::stringstream ss;
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// FPS.
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ss << std::fixed << std::setprecision(1) <<
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(1000.0f * static_cast<float>(mFrameCountElapsed) /
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static_cast<float>(mFrameTimeElapsed)) << " FPS (";
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ss << std::fixed << std::setprecision(2) <<
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(static_cast<float>(mFrameTimeElapsed) /
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static_cast<float>(mFrameCountElapsed)) << " ms)";
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// The following calculations are not accurate, and the font calculation is completely
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// broken. For now, still report the figures as it's somehow useful to locate memory
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// leaks and similar. But this needs to be completely overhauled later on.
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// VRAM.
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float textureVramUsageMiB = TextureResource::getTotalMemUsage() / 1024.0f / 1024.0f;
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float textureTotalUsageMiB = TextureResource::getTotalTextureSize() / 1024.0f / 1024.0f;
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float fontVramUsageMiB = Font::getTotalMemUsage() / 1024.0f / 1024.0f;
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ss << "\nFont VRAM: " << fontVramUsageMiB << " MiB\nTexture VRAM: " <<
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textureVramUsageMiB << " MiB\nMax Texture VRAM: " <<
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textureTotalUsageMiB << " MiB";
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mFrameDataText = std::unique_ptr<TextCache>
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(mDefaultFonts.at(0)->buildTextCache(ss.str(), Renderer::getScreenWidth() *
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0.02f, Renderer::getScreenHeight() * 0.02f, 0xFF00FFFF, 1.3f));
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}
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mFrameTimeElapsed = 0;
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mFrameCountElapsed = 0;
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}
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mTimeSinceLastInput += deltaTime;
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if (peekGui())
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peekGui()->update(deltaTime);
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// If the theme set changed, we need to update the background once so that the camera
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// will be moved. This is required as theme set changes always makes a transition to
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// the system view. If we wouldn't make this update, the camera movement would take
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// place once the menu has been closed.
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if (mChangedThemeSet && mGuiStack.size() > 1) {
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mGuiStack.front()->update(deltaTime);
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mChangedThemeSet = false;
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}
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if (mMediaViewer && mRenderMediaViewer)
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mMediaViewer->update(deltaTime);
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if (mLaunchScreen && mRenderLaunchScreen)
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mLaunchScreen->update(deltaTime);
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if (mScreensaver && mRenderScreensaver)
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mScreensaver->update(deltaTime);
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}
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void Window::render()
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{
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Transform4x4f transform = Transform4x4f::Identity();
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mRenderedHelpPrompts = false;
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// Draw only bottom and top of GuiStack (if they are different).
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if (mGuiStack.size()) {
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auto& bottom = mGuiStack.front();
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auto& top = mGuiStack.back();
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if (mRenderMediaViewer || mRenderScreensaver) {
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bottom->cancelAllAnimations();
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bottom->stopAllAnimations();
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}
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// Don't render the system view or gamelist view if the media viewer is active or if the
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// video or slideshow screensaver is running. The exception is if the fallback screensaver
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// is active due to a lack of videos or images.
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bool renderBottom = true;
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if (mRenderMediaViewer)
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renderBottom = false;
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else if (mRenderScreensaver && mScreensaver->isFallbackScreensaver())
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renderBottom = true;
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else if (mRenderScreensaver &&
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Settings::getInstance()->getString("ScreensaverType") == "video")
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renderBottom = false;
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else if (mRenderScreensaver &&
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Settings::getInstance()->getString("ScreensaverType") == "slideshow")
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renderBottom = false;
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if (renderBottom)
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bottom->render(transform);
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if (bottom != top || mRenderLaunchScreen) {
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#if defined(USE_OPENGL_21)
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if (!mCachedBackground) {
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// Generate a cache texture of the shaded background when opening the menu, which
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// will remain valid until the menu is closed. This is way faster than having to
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// render the shaders for every frame.
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// const auto backgroundStartTime = std::chrono::system_clock::now();
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std::shared_ptr<TextureResource> mPostprocessedBackground;
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mPostprocessedBackground = TextureResource::get("");
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unsigned char* processedTexture = new unsigned char[Renderer::getScreenWidth() *
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Renderer::getScreenHeight() * 4];
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// Defocus the background using multiple passes of gaussian blur, with the number
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// of iterations relative to the screen resolution.
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Renderer::shaderParameters backgroundParameters;
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if (Settings::getInstance()->getBool("MenuBlurBackground")) {
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float heightModifier = Renderer::getScreenHeightModifier();
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if (heightModifier < 1)
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backgroundParameters.blurPasses = 2; // Below 1080
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else if (heightModifier >= 4)
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backgroundParameters.blurPasses = 12; // 8K
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else if (heightModifier >= 2.9)
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backgroundParameters.blurPasses = 10; // 6K
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else if (heightModifier >= 2.6)
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backgroundParameters.blurPasses = 8; // 5K
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else if (heightModifier >= 2)
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backgroundParameters.blurPasses = 5; // 4K
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else if (heightModifier >= 1.3)
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backgroundParameters.blurPasses = 3; // 1440
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else if (heightModifier >= 1)
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backgroundParameters.blurPasses = 2; // 1080
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// Also dim the background slightly.
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backgroundParameters.fragmentDimValue = 0.60f;
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Renderer::shaderPostprocessing(Renderer::SHADER_BLUR_HORIZONTAL |
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Renderer::SHADER_BLUR_VERTICAL | Renderer::SHADER_DIM,
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backgroundParameters, processedTexture);
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}
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else {
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// Dim the background slightly.
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backgroundParameters.fragmentDimValue = 0.60f;
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Renderer::shaderPostprocessing(
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Renderer::SHADER_DIM, backgroundParameters, processedTexture);
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}
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mPostprocessedBackground->initFromPixels(processedTexture,
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Renderer::getScreenWidth(), Renderer::getScreenHeight());
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mBackgroundOverlay->setImage(mPostprocessedBackground);
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// The following is done to avoid fading in if the cached image was
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// invalidated (rather than the menu being opened).
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if (mInvalidatedCachedBackground) {
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mBackgroundOverlayOpacity = 255;
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mInvalidatedCachedBackground = false;
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}
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else {
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mBackgroundOverlayOpacity = 25;
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}
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delete[] processedTexture;
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mCachedBackground = true;
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// const auto backgroundEndTime = std::chrono::system_clock::now();
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// LOG(LogDebug) << "Window::render(): Time to create cached background: " <<
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// std::chrono::duration_cast<std::chrono::milliseconds>
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// (backgroundEndTime - backgroundStartTime).count() << " ms";
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}
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// Fade in the cached background if the menu opening effect has been set to scale-up.
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if (Settings::getInstance()->getString("MenuOpeningEffect") == "scale-up") {
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mBackgroundOverlay->setOpacity(mBackgroundOverlayOpacity);
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if (mBackgroundOverlayOpacity < 255)
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mBackgroundOverlayOpacity = Math::clamp(mBackgroundOverlayOpacity + 30, 0, 255);
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}
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#endif
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mBackgroundOverlay->render(transform);
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// Scale-up menu opening effect.
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if (Settings::getInstance()->getString("MenuOpeningEffect") == "scale-up") {
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if (mTopScale < 1.0f) {
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mTopScale = Math::clamp(mTopScale + 0.07f, 0.0f, 1.0f);
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Vector2f topCenter = top->getCenter();
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top->setOrigin({0.5, 0.5});
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top->setPosition({topCenter.x(), topCenter.y(), 0});
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top->setScale(mTopScale);
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}
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}
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if (!mRenderLaunchScreen)
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top->render(transform);
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}
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else {
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mCachedBackground = false;
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mTopOpacity = 0;
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mTopScale = 0.5;
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}
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}
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// Render the quick list scrolling overlay, which is triggered in IList.
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if (mListScrollOpacity != 0) {
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Renderer::setMatrix(Transform4x4f::Identity());
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Renderer::drawRect(0.0f, 0.0f, static_cast<float>(Renderer::getScreenWidth()),
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static_cast<float>(Renderer::getScreenHeight()),
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0x00000000 | mListScrollOpacity, 0x00000000 | mListScrollOpacity);
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Vector2f offset = mListScrollFont->sizeText(mListScrollText);
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offset[0] = (Renderer::getScreenWidth() - offset.x()) * 0.5f;
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offset[1] = (Renderer::getScreenHeight() - offset.y()) * 0.5f;
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TextCache* cache = mListScrollFont->buildTextCache(mListScrollText,
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offset.x(), offset.y(), 0xFFFFFF00 | mListScrollOpacity);
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mListScrollFont->renderTextCache(cache);
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delete cache;
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}
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if (!mRenderedHelpPrompts)
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mHelp->render(transform);
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unsigned int screensaverTimer =
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static_cast<unsigned int>(Settings::getInstance()->getInt("ScreensaverTimer"));
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if (mTimeSinceLastInput >= screensaverTimer && screensaverTimer != 0) {
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// If the media viewer is running or if a menu is open, reset the screensaver timer so
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// that the screensaver won't start.
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if (mRenderMediaViewer || 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();
|
|
}
|
|
|
|
// Always call the screensaver render function regardless of whether the screensaver is active
|
|
// or not because it may perform a fade on transition.
|
|
renderScreensaver();
|
|
|
|
if (!mRenderScreensaver && mInfoPopup)
|
|
mInfoPopup->render(transform);
|
|
|
|
if (mTimeSinceLastInput >= screensaverTimer && screensaverTimer != 0) {
|
|
if (!isProcessing() && mAllowSleep && (!mScreensaver)) {
|
|
// Go to sleep.
|
|
if (mSleeping == false) {
|
|
mSleeping = true;
|
|
onSleep();
|
|
}
|
|
}
|
|
}
|
|
|
|
if (mRenderMediaViewer)
|
|
mMediaViewer->render();
|
|
|
|
if (mRenderLaunchScreen)
|
|
mLaunchScreen->render();
|
|
|
|
if (Settings::getInstance()->getBool("DisplayGPUStatistics") && mFrameDataText) {
|
|
Renderer::setMatrix(Transform4x4f::Identity());
|
|
mDefaultFonts.at(1)->renderTextCache(mFrameDataText.get());
|
|
}
|
|
}
|
|
|
|
void Window::renderLoadingScreen(std::string text)
|
|
{
|
|
Transform4x4f trans = Transform4x4f::Identity();
|
|
Renderer::setMatrix(trans);
|
|
Renderer::drawRect(0.0f, 0.0f, static_cast<float>(Renderer::getScreenWidth()),
|
|
static_cast<float>(Renderer::getScreenHeight()), 0x000000FF, 0x000000FF);
|
|
|
|
ImageComponent splash(this, true);
|
|
splash.setResize(Renderer::getScreenWidth() * 0.6f, 0.0f);
|
|
splash.setImage(":/graphics/splash.svg");
|
|
splash.setPosition((Renderer::getScreenWidth() - splash.getSize().x()) / 2,
|
|
(Renderer::getScreenHeight() - splash.getSize().y()) / 2 * 0.6f);
|
|
splash.render(trans);
|
|
|
|
auto& font = mDefaultFonts.at(1);
|
|
TextCache* cache = font->buildTextCache(text, 0, 0, 0x656565FF);
|
|
|
|
float x = std::round((Renderer::getScreenWidth() - cache->metrics.size.x()) / 2.0f);
|
|
float y = std::round(Renderer::getScreenHeight() * 0.835f);
|
|
trans = trans.translate(Vector3f(x, y, 0.0f));
|
|
Renderer::setMatrix(trans);
|
|
font->renderTextCache(cache);
|
|
delete cache;
|
|
|
|
Renderer::swapBuffers();
|
|
}
|
|
|
|
void Window::renderListScrollOverlay(unsigned char opacity, const std::string& text)
|
|
{
|
|
mListScrollOpacity = static_cast<unsigned char>(opacity * 0.6f);
|
|
mListScrollText = text;
|
|
}
|
|
|
|
void Window::renderHelpPromptsEarly()
|
|
{
|
|
mHelp->render(Transform4x4f::Identity());
|
|
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";
|
|
// Don't need to add this to addPrompts since we just merged.
|
|
}
|
|
else {
|
|
// No, we can't combine!
|
|
addPrompts.push_back(*it);
|
|
}
|
|
}
|
|
else {
|
|
// No, it hasn't!
|
|
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",
|
|
"left/right",
|
|
"a", "b", "x", "y", "l", "r",
|
|
"start", "back"
|
|
};
|
|
|
|
int i = 0;
|
|
int aVal = 0;
|
|
int bVal = 0;
|
|
while (i < 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::reloadHelpPrompts()
|
|
{
|
|
if (mHelp) {
|
|
delete mHelp;
|
|
mHelp = new HelpComponent(this);
|
|
}
|
|
}
|
|
|
|
void Window::setInfoPopup(InfoPopup* infoPopup)
|
|
{
|
|
delete mInfoPopup;
|
|
mInfoPopup = infoPopup;
|
|
}
|
|
|
|
void Window::stopInfoPopup()
|
|
{
|
|
if (mInfoPopup)
|
|
mInfoPopup->stop();
|
|
}
|
|
|
|
void Window::startScreensaver()
|
|
{
|
|
if (mScreensaver && !mRenderScreensaver) {
|
|
// Tell the GUI components the screensaver is starting.
|
|
for (auto it = mGuiStack.cbegin(); it != mGuiStack.cend(); it++)
|
|
(*it)->onScreensaverActivate();
|
|
|
|
stopInfoPopup();
|
|
mScreensaver->startScreensaver(true);
|
|
mRenderScreensaver = true;
|
|
}
|
|
}
|
|
|
|
bool Window::stopScreensaver()
|
|
{
|
|
if (mScreensaver && mRenderScreensaver) {
|
|
mScreensaver->stopScreensaver();
|
|
mRenderScreensaver = false;
|
|
|
|
// Tell the GUI components the screensaver has stopped.
|
|
for (auto it = mGuiStack.cbegin(); it != mGuiStack.cend(); it++) {
|
|
(*it)->onScreensaverDeactivate();
|
|
// If the menu is open, pause the video so it won't start playing beneath the menu.
|
|
if (mGuiStack.front() != mGuiStack.back())
|
|
(*it)->onPauseVideo();
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void Window::renderScreensaver()
|
|
{
|
|
if (mScreensaver)
|
|
mScreensaver->renderScreensaver();
|
|
}
|
|
|
|
void Window::startMediaViewer(FileData* game)
|
|
{
|
|
if (mMediaViewer) {
|
|
if (mMediaViewer->startMediaViewer(game))
|
|
mRenderMediaViewer = true;
|
|
}
|
|
}
|
|
|
|
void Window::stopMediaViewer()
|
|
{
|
|
if (mMediaViewer)
|
|
mMediaViewer->stopMediaViewer();
|
|
|
|
mRenderMediaViewer = false;
|
|
}
|
|
|
|
void Window::displayLaunchScreen(FileData* game)
|
|
{
|
|
if (mLaunchScreen) {
|
|
mLaunchScreen->displayLaunchScreen(game);
|
|
mRenderLaunchScreen = true;
|
|
}
|
|
}
|
|
|
|
void Window::closeLaunchScreen()
|
|
{
|
|
if (mLaunchScreen)
|
|
mLaunchScreen->closeLaunchScreen();
|
|
|
|
mRenderLaunchScreen = false;
|
|
}
|
|
|
|
void Window::increaseVideoPlayerCount()
|
|
{
|
|
mVideoCountMutex.lock();
|
|
mVideoPlayerCount++;
|
|
mVideoCountMutex.unlock();
|
|
}
|
|
|
|
void Window::decreaseVideoPlayerCount()
|
|
{
|
|
mVideoCountMutex.lock();
|
|
mVideoPlayerCount--;
|
|
mVideoCountMutex.unlock();
|
|
}
|
|
|
|
int Window::getVideoPlayerCount()
|
|
{
|
|
int videoPlayerCount;
|
|
mVideoCountMutex.lock();
|
|
videoPlayerCount = mVideoPlayerCount;
|
|
mVideoCountMutex.unlock();
|
|
return videoPlayerCount;
|
|
};
|
|
|
|
void Window::setLaunchedGame()
|
|
{
|
|
// Tell the GUI components that a game has been launched.
|
|
for (auto it = mGuiStack.cbegin(); it != mGuiStack.cend(); it++)
|
|
(*it)->onGameLaunchedActivate();
|
|
|
|
mGameLaunchedState = true;
|
|
}
|
|
|
|
void Window::unsetLaunchedGame()
|
|
{
|
|
// Tell the GUI components that the user is back in ES-DE again.
|
|
for (auto it = mGuiStack.cbegin(); it != mGuiStack.cend(); it++)
|
|
(*it)->onGameLaunchedDeactivate();
|
|
|
|
mGameLaunchedState = false;
|
|
}
|
|
|
|
void Window::invalidateCachedBackground()
|
|
{
|
|
mCachedBackground = false;
|
|
mInvalidatedCachedBackground = true;
|
|
}
|
|
|
|
void Window::onSleep()
|
|
{
|
|
Scripting::fireEvent("sleep");
|
|
}
|
|
|
|
void Window::onWake()
|
|
{
|
|
Scripting::fireEvent("wake");
|
|
}
|
|
|
|
bool Window::isProcessing()
|
|
{
|
|
return count_if (mGuiStack.cbegin(), mGuiStack.cend(), [](GuiComponent* c) {
|
|
return c->isProcessing(); }) > 0;
|
|
}
|