ES-DE/es-core/src/Window.cpp
Leon Styhre ce9d5c2599 Fixed the screensaver random function so it does not show the same game twice in a row.
Also fixed a bug related to audio playing for the video screensaver and changed its name from 'random video' to simply 'video'.
2020-07-28 11:10:14 +02:00

484 lines
14 KiB
C++

//
// Window.cpp
//
// Window management, screensaver and help prompts.
//
#include "Window.h"
#include "components/HelpComponent.h"
#include "components/ImageComponent.h"
#include "resources/Font.h"
#include "resources/TextureResource.h"
#include "InputManager.h"
#include "Log.h"
#include "Scripting.h"
#include <algorithm>
#include <iomanip>
Window::Window()
: mNormalizeNextUpdate(false),
mFrameTimeElapsed(0),
mFrameCountElapsed(0),
mAverageDeltaTime(10),
mAllowSleep(true),
mSleeping(false),
mTimeSinceLastInput(0),
mScreenSaver(nullptr),
mRenderScreenSaver(false),
mGameLaunchedState(false),
mInfoPopup(nullptr)
{
mHelp = new HelpComponent(this);
mBackgroundOverlay = new ImageComponent(this);
}
Window::~Window()
{
delete mBackgroundOverlay;
// Delete all our GUIs.
while (peekGui())
delete peekGui();
delete mHelp;
}
void Window::pushGui(GuiComponent* gui)
{
if (mGuiStack.size() > 0) {
auto& top = mGuiStack.back();
top->topWindow(false);
}
mGuiStack.push_back(gui);
gui->updateHelpPrompts();
}
void Window::removeGui(GuiComponent* gui)
{
for (auto it = mGuiStack.cbegin(); it != mGuiStack.cend(); it++) {
if (*it == gui) {
it = mGuiStack.erase(it);
// We just popped the stack and the stack is not empty.
if (it == mGuiStack.cend() && mGuiStack.size()) {
mGuiStack.back()->updateHelpPrompts();
mGuiStack.back()->topWindow(true);
}
return;
}
}
}
GuiComponent* Window::peekGui()
{
if (mGuiStack.size() == 0)
return nullptr;
return mGuiStack.back();
}
bool Window::init()
{
if (!Renderer::init()) {
LOG(LogError) << "Renderer failed to initialize!";
return false;
}
InputManager::getInstance()->init();
ResourceManager::getInstance()->reloadAll();
// Keep a reference to the default fonts, so they don't keep getting destroyed/recreated.
if (mDefaultFonts.empty()) {
mDefaultFonts.push_back(Font::get(FONT_SIZE_SMALL));
mDefaultFonts.push_back(Font::get(FONT_SIZE_MEDIUM));
mDefaultFonts.push_back(Font::get(FONT_SIZE_LARGE));
}
mBackgroundOverlay->setImage(":/graphics/scroll_gradient.png");
mBackgroundOverlay->setResize((float)Renderer::getScreenWidth(),
(float)Renderer::getScreenHeight());
// Update our help because font sizes probably changed.
if (peekGui())
peekGui()->updateHelpPrompts();
return true;
}
void Window::deinit()
{
// Hide all GUI elements on uninitialisation - this disable.
for (auto it = mGuiStack.cbegin(); it != mGuiStack.cend(); it++)
(*it)->onHide();
InputManager::getInstance()->deinit();
ResourceManager::getInstance()->unloadAll();
Renderer::deinit();
}
void Window::textInput(const char* text)
{
if (peekGui())
peekGui()->textInput(text);
}
void Window::input(InputConfig* config, Input input)
{
if (mScreenSaver) {
if (mScreenSaver->isScreenSaverActive() &&
Settings::getInstance()->getBool("ScreenSaverControls") &&
((Settings::getInstance()->getString("ScreenSaverBehavior") == "video") ||
(Settings::getInstance()->getString("ScreenSaverBehavior") == "slideshow"))) {
if (mScreenSaver->getCurrentGame() != nullptr &&
(config->isMappedTo("a", input) ||
config->isMappedLike("left", input) || config->isMappedLike("right", input))) {
// Left or right browses to the next video or image.
if (config->isMappedLike("left", input) || config->isMappedLike("right", input)) {
if (input.value != 0) {
// Handle screensaver control.
mScreenSaver->nextGame();
}
return;
}
else if (config->isMappedTo("a", input) && input.value != 0) {
// Launch game.
cancelScreenSaver();
mScreenSaver->launchGame();
// To force handling the wake up process.
mSleeping = true;
}
}
}
}
if (mSleeping) {
// Wake up.
mTimeSinceLastInput = 0;
cancelScreenSaver();
mSleeping = false;
onWake();
return;
}
mTimeSinceLastInput = 0;
if (!config->isMappedTo("select", input))
if (cancelScreenSaver())
return;
if (config->getDeviceId() == DEVICE_KEYBOARD && input.value && input.id == SDLK_g &&
SDL_GetModState() & KMOD_LCTRL && Settings::getInstance()->getBool("Debug")) {
// Toggle debug grid with Ctrl-G.
Settings::getInstance()->setBool("DebugGrid",
!Settings::getInstance()->getBool("DebugGrid"));
}
else if (config->getDeviceId() == DEVICE_KEYBOARD && input.value && input.id == SDLK_t &&
SDL_GetModState() & KMOD_LCTRL && Settings::getInstance()->getBool("Debug")) {
// Toggle TextComponent debug view with Ctrl-T.
Settings::getInstance()->setBool("DebugText",
!Settings::getInstance()->getBool("DebugText"));
}
else if (config->getDeviceId() == DEVICE_KEYBOARD && input.value && input.id == SDLK_i &&
SDL_GetModState() & KMOD_LCTRL && Settings::getInstance()->getBool("Debug")) {
// Toggle TextComponent debug view with Ctrl-I.
Settings::getInstance()->setBool("DebugImage",
!Settings::getInstance()->getBool("DebugImage"));
}
else {
if (peekGui())
// This is where the majority of inputs will be consumed: the GuiComponent Stack.
this->peekGui()->input(config, input);
}
}
void Window::update(int deltaTime)
{
if (mNormalizeNextUpdate) {
mNormalizeNextUpdate = false;
if (deltaTime > mAverageDeltaTime)
deltaTime = mAverageDeltaTime;
}
mFrameTimeElapsed += deltaTime;
mFrameCountElapsed++;
if (mFrameTimeElapsed > 500) {
mAverageDeltaTime = mFrameTimeElapsed / mFrameCountElapsed;
if (Settings::getInstance()->getBool("DrawFramerate")) {
std::stringstream ss;
// FPS.
ss << std::fixed << std::setprecision(1) <<
(1000.0f * (float)mFrameCountElapsed / (float)mFrameTimeElapsed) << "fps, ";
ss << std::fixed << std::setprecision(2) <<
((float)mFrameTimeElapsed / (float)mFrameCountElapsed) << "ms";
// VRAM.
float textureVramUsageMb = TextureResource::getTotalMemUsage() / 1000.0f / 1000.0f;
float textureTotalUsageMb = TextureResource::getTotalTextureSize() / 1000.0f / 1000.0f;
float fontVramUsageMb = Font::getTotalMemUsage() / 1000.0f / 1000.0f;
ss << "\nFont VRAM: " << fontVramUsageMb << " Tex VRAM: " << textureVramUsageMb <<
" Tex Max: " << textureTotalUsageMb;
mFrameDataText = std::unique_ptr<TextCache>
(mDefaultFonts.at(1)->buildTextCache(ss.str(), 50.f, 50.f, 0xFF00FFFF));
}
mFrameTimeElapsed = 0;
mFrameCountElapsed = 0;
}
mTimeSinceLastInput += deltaTime;
if (peekGui())
peekGui()->update(deltaTime);
// Update the screensaver.
if (mScreenSaver)
mScreenSaver->update(deltaTime);
}
void Window::render()
{
Transform4x4f transform = Transform4x4f::Identity();
mRenderedHelpPrompts = false;
// Draw only bottom and top of GuiStack (if they are different).
if (mGuiStack.size()) {
auto& bottom = mGuiStack.front();
auto& top = mGuiStack.back();
bottom->render(transform);
if (bottom != top) {
mBackgroundOverlay->render(transform);
top->render(transform);
}
}
if (!mRenderedHelpPrompts)
mHelp->render(transform);
if (Settings::getInstance()->getBool("DrawFramerate") && mFrameDataText)
{
Renderer::setMatrix(Transform4x4f::Identity());
mDefaultFonts.at(1)->renderTextCache(mFrameDataText.get());
}
unsigned int screensaverTime = (unsigned int)Settings::getInstance()->getInt("ScreenSaverTime");
// If a game has been launched, reset the screensaver timer when it's been reached as we
// don't want to start the screensaver in the background when running a game.
if (mTimeSinceLastInput >= screensaverTime && screensaverTime != 0) {
if (mGameLaunchedState)
mTimeSinceLastInput = 0;
else
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 >= screensaverTime && screensaverTime != 0) {
if (!isProcessing() && mAllowSleep && (!mScreenSaver || mScreenSaver->allowSleep())) {
// Go to sleep.
if (mSleeping == false) {
mSleeping = true;
onSleep();
}
}
}
}
void Window::normalizeNextUpdate()
{
mNormalizeNextUpdate = true;
}
bool Window::getAllowSleep()
{
return mAllowSleep;
}
void Window::setAllowSleep(bool sleep)
{
mAllowSleep = sleep;
}
void Window::renderLoadingScreen(std::string text)
{
Transform4x4f trans = Transform4x4f::Identity();
Renderer::setMatrix(trans);
Renderer::drawRect(0.0f, 0.0f, Renderer::getScreenWidth(),
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 = Math::round((Renderer::getScreenWidth() - cache->metrics.size.x()) / 2.0f);
float y = Math::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::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, (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/select].
std::sort(addPrompts.begin(), addPrompts.end(),
[](const HelpPrompt& a, const HelpPrompt& b) -> bool {
static const char* map[] = {
"up/down/left/right",
"up/down",
"left/right",
"a", "b", "x", "y", "l", "r",
"start", "select",
nullptr
};
int i = 0;
int aVal = 0;
int bVal = 0;
while (map[i] != nullptr) {
if (a.first == map[i])
aVal = i;
if (b.first == map[i])
bVal = i;
i++;
}
return aVal > bVal;
});
mHelp->setPrompts(addPrompts);
}
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;
}
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 again.
for (auto it = mGuiStack.cbegin(); it != mGuiStack.cend(); it++)
(*it)->onGameLaunchedDeactivate();
mGameLaunchedState = false;
}
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();
mScreenSaver->startScreenSaver();
mRenderScreenSaver = true;
}
}
bool Window::cancelScreenSaver()
{
if (mScreenSaver && mRenderScreenSaver) {
mScreenSaver->stopScreenSaver();
mRenderScreenSaver = false;
mScreenSaver->resetCounts();
// Tell the GUI components the screensaver has stopped.
for (auto it = mGuiStack.cbegin(); it != mGuiStack.cend(); it++)
(*it)->onScreenSaverDeactivate();
return true;
}
return false;
}
void Window::renderScreenSaver()
{
if (mScreenSaver)
mScreenSaver->renderScreenSaver();
}