ES-DE/es-core/src/Window.h
2020-12-16 23:59:00 +01:00

143 lines
3.9 KiB
C++

// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// Window.h
//
// Window management, screensaver management, and help prompts.
// The input stack starts here as well, as this is the first instance called by InputManager.
//
#ifndef ES_CORE_WINDOW_H
#define ES_CORE_WINDOW_H
#include "resources/TextureResource.h"
#include "HelpPrompt.h"
#include "InputConfig.h"
#include "Settings.h"
#include <memory>
class FileData;
class Font;
class GuiComponent;
class HelpComponent;
class ImageComponent;
class InputConfig;
class TextCache;
class Transform4x4f;
struct HelpStyle;
class Window
{
public:
class Screensaver
{
public:
virtual bool allowSleep() = 0;
virtual bool isScreensaverActive() = 0;
virtual void startScreensaver(bool generateMediaList) = 0;
virtual void stopScreensaver() = 0;
virtual void nextGame() = 0;
virtual void launchGame() = 0;
virtual void goToGame() = 0;
virtual void renderScreensaver() = 0;
virtual void update(int deltaTime) = 0;
virtual FileData* getCurrentGame() = 0;
virtual void triggerNextGame() = 0;
};
class InfoPopup
{
public:
virtual void render(const Transform4x4f& parentTrans) = 0;
virtual void stop() = 0;
virtual ~InfoPopup() {};
};
Window();
~Window();
void pushGui(GuiComponent* gui);
void removeGui(GuiComponent* gui);
GuiComponent* peekGui();
inline int getGuiStackSize() { return static_cast<int>(mGuiStack.size()); }
void textInput(const std::string& text);
void input(InputConfig* config, Input input);
void logInput(InputConfig* config, Input input);
void update(int deltaTime);
void render();
bool init();
void deinit();
void normalizeNextUpdate();
inline bool isSleeping() const { return mSleeping; }
bool getAllowSleep();
void setAllowSleep(bool sleep);
void renderLoadingScreen(std::string text);
void renderHelpPromptsEarly(); // Used to render HelpPrompts before a fade.
void setHelpPrompts(const std::vector<HelpPrompt>& prompts, const HelpStyle& style);
void setScreensaver(Screensaver* screensaver) { mScreensaver = screensaver; }
void setInfoPopup(InfoPopup* infoPopup) { delete mInfoPopup; mInfoPopup = infoPopup; }
inline void stopInfoPopup() { if (mInfoPopup) mInfoPopup->stop(); };
bool isScreensaverActive() { return mRenderScreensaver; };
void startScreensaver();
bool stopScreensaver();
void renderScreensaver();
void screensaverTriggerNextGame() { mScreensaver->triggerNextGame(); };
void setLaunchedGame();
void unsetLaunchedGame();
bool getGameLaunchedState() { return mGameLaunchedState; };
void setAllowTextScrolling(bool setting) { mAllowTextScrolling = setting; };
bool getAllowTextScrolling() { return mAllowTextScrolling; };
void invalidateCachedBackground()
{ mCachedBackground = false; mInvalidatedCachedBackground = true;};
private:
void onSleep();
void onWake();
// Returns true if at least one component on the stack is processing.
bool isProcessing();
HelpComponent* mHelp;
ImageComponent* mBackgroundOverlay;
unsigned char mBackgroundOverlayOpacity;
Screensaver* mScreensaver;
InfoPopup* mInfoPopup;
std::vector<GuiComponent*> mGuiStack;
std::vector<std::shared_ptr<Font>> mDefaultFonts;
std::unique_ptr<TextCache> mFrameDataText;
bool mNormalizeNextUpdate;
int mFrameTimeElapsed;
int mFrameCountElapsed;
int mAverageDeltaTime;
bool mAllowSleep;
bool mSleeping;
unsigned int mTimeSinceLastInput;
bool mRenderScreensaver;
bool mGameLaunchedState;
bool mAllowTextScrolling;
bool mCachedBackground;
bool mInvalidatedCachedBackground;
unsigned char mTopOpacity;
float mTopScale;
bool mRenderedHelpPrompts;
};
#endif // ES_CORE_WINDOW_H