mirror of
https://github.com/RetroDECK/ES-DE.git
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197 lines
6.5 KiB
C++
197 lines
6.5 KiB
C++
// SPDX-License-Identifier: MIT
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//
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// EmulationStation Desktop Edition
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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 (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 == "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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