mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-26 23:10:38 +00:00
461 lines
12 KiB
C++
461 lines
12 KiB
C++
#include <algorithm>
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#include "Common/Log.h"
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#include "Common/System/Display.h"
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#include "Common/System/System.h"
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#include "Common/System/Request.h"
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#include "Common/Input/InputState.h"
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#include "Common/Input/KeyCodes.h"
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#include "Common/Math/curves.h"
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#include "Common/UI/UIScreen.h"
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#include "Common/UI/Context.h"
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#include "Common/UI/Screen.h"
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#include "Common/UI/Root.h"
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#include "Common/Data/Text/I18n.h"
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#include "Common/Render/DrawBuffer.h"
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static const bool ClickDebug = false;
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UIScreen::UIScreen()
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: Screen() {
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lastVertical_ = UseVerticalLayout();
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}
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UIScreen::~UIScreen() {
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delete root_;
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}
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bool UIScreen::UseVerticalLayout() const {
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return g_display.dp_yres > g_display.dp_xres * 1.1f;
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}
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void UIScreen::DoRecreateViews() {
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if (!recreateViews_) {
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return;
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}
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std::lock_guard<std::recursive_mutex> guard(screenManager()->inputLock_);
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UI::PersistMap persisted;
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bool persisting = root_ != nullptr;
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if (persisting) {
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root_->PersistData(UI::PERSIST_SAVE, "root", persisted);
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}
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delete root_;
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root_ = nullptr;
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CreateViews();
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UI::View *defaultView = root_ ? root_->GetDefaultFocusView() : nullptr;
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if (defaultView && defaultView->GetVisibility() == UI::V_VISIBLE) {
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defaultView->SetFocus();
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}
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recreateViews_ = false;
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if (persisting && root_ != nullptr) {
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root_->PersistData(UI::PERSIST_RESTORE, "root", persisted);
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// Update layout and refocus so things scroll into view.
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// This is for resizing down, when focused on something now offscreen.
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UI::LayoutViewHierarchy(*screenManager()->getUIContext(), root_, ignoreInsets_);
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UI::View *focused = UI::GetFocusedView();
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if (focused) {
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root_->SubviewFocused(focused);
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}
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}
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}
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void UIScreen::touch(const TouchInput &touch) {
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if (!ignoreInput_ && root_) {
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UI::TouchEvent(touch, root_);
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}
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}
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void UIScreen::axis(const AxisInput &axis) {
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if (!ignoreInput_ && root_) {
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UI::AxisEvent(axis, root_);
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}
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}
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bool UIScreen::key(const KeyInput &key) {
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if (!ignoreInput_ && root_) {
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return UI::KeyEvent(key, root_);
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} else {
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return false;
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}
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}
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bool UIScreen::UnsyncTouch(const TouchInput &touch) {
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if (ClickDebug && root_ && (touch.flags & TOUCH_DOWN)) {
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INFO_LOG(Log::System, "Touch down!");
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std::vector<UI::View *> views;
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root_->Query(touch.x, touch.y, views);
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for (auto view : views) {
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INFO_LOG(Log::System, "%s", view->DescribeLog().c_str());
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}
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}
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QueuedEvent ev{};
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ev.type = QueuedEventType::TOUCH;
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ev.touch = touch;
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std::lock_guard<std::mutex> guard(eventQueueLock_);
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eventQueue_.push_back(ev);
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return false;
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}
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void UIScreen::UnsyncAxis(const AxisInput *axes, size_t count) {
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QueuedEvent ev{};
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ev.type = QueuedEventType::AXIS;
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std::lock_guard<std::mutex> guard(eventQueueLock_);
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for (size_t i = 0; i < count; i++) {
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ev.axis = axes[i];
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eventQueue_.push_back(ev);
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}
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}
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bool UIScreen::UnsyncKey(const KeyInput &key) {
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bool retval = false;
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if (root_) {
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// TODO: Make key events async too. The return value is troublesome, though.
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switch (UI::UnsyncKeyEvent(key, root_)) {
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case UI::KeyEventResult::ACCEPT:
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retval = true;
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break;
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case UI::KeyEventResult::PASS_THROUGH:
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retval = false;
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break;
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case UI::KeyEventResult::IGNORE_KEY:
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return false;
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}
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}
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QueuedEvent ev{};
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ev.type = QueuedEventType::KEY;
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ev.key = key;
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std::lock_guard<std::mutex> guard(eventQueueLock_);
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eventQueue_.push_back(ev);
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return retval;
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}
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void UIScreen::update() {
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bool vertical = UseVerticalLayout();
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if (vertical != lastVertical_) {
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RecreateViews();
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lastVertical_ = vertical;
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}
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DoRecreateViews();
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if (root_) {
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UpdateViewHierarchy(root_);
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}
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while (true) {
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QueuedEvent ev{};
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{
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std::lock_guard<std::mutex> guard(eventQueueLock_);
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if (!eventQueue_.empty()) {
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ev = eventQueue_.front();
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eventQueue_.pop_front();
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} else {
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break;
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}
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}
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if (ignoreInput_) {
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continue;
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}
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switch (ev.type) {
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case QueuedEventType::KEY:
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key(ev.key);
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break;
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case QueuedEventType::TOUCH:
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if (ClickDebug && (ev.touch.flags & TOUCH_DOWN)) {
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INFO_LOG(Log::System, "Touch down!");
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std::vector<UI::View *> views;
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root_->Query(ev.touch.x, ev.touch.y, views);
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for (auto view : views) {
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INFO_LOG(Log::System, "%s", view->DescribeLog().c_str());
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}
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}
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touch(ev.touch);
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break;
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case QueuedEventType::AXIS:
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axis(ev.axis);
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break;
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}
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}
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}
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void UIScreen::deviceLost() {
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if (root_)
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root_->DeviceLost();
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}
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void UIScreen::deviceRestored(Draw::DrawContext *draw) {
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if (root_)
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root_->DeviceRestored(draw);
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}
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void UIScreen::SetupViewport() {
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using namespace Draw;
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Draw::DrawContext *draw = screenManager()->getDrawContext();
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_dbg_assert_(draw != nullptr);
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// Bind and clear the back buffer
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draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR, 0xFF000000 }, "UI");
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screenManager()->getUIContext()->BeginFrame();
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Draw::Viewport viewport;
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viewport.TopLeftX = 0;
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viewport.TopLeftY = 0;
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viewport.Width = g_display.pixel_xres;
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viewport.Height = g_display.pixel_yres;
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viewport.MaxDepth = 1.0;
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viewport.MinDepth = 0.0;
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draw->SetViewport(viewport);
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draw->SetTargetSize(g_display.pixel_xres, g_display.pixel_yres);
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}
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ScreenRenderFlags UIScreen::render(ScreenRenderMode mode) {
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if (mode & ScreenRenderMode::FIRST) {
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SetupViewport();
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}
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DoRecreateViews();
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UIContext &uiContext = *screenManager()->getUIContext();
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if (root_) {
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UI::LayoutViewHierarchy(uiContext, root_, ignoreInsets_);
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}
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uiContext.PushTransform({translation_, scale_, alpha_});
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uiContext.Begin();
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DrawBackground(uiContext);
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if (root_) {
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root_->Draw(uiContext);
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}
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uiContext.Flush();
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DrawForeground(uiContext);
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uiContext.Flush();
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uiContext.PopTransform();
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return ScreenRenderFlags::NONE;
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}
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TouchInput UIScreen::transformTouch(const TouchInput &touch) {
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TouchInput updated = touch;
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float x = touch.x - translation_.x;
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float y = touch.y - translation_.y;
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// Scale around the center as the origin.
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updated.x = (x - g_display.dp_xres * 0.5f) / scale_.x + g_display.dp_xres * 0.5f;
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updated.y = (y - g_display.dp_yres * 0.5f) / scale_.y + g_display.dp_yres * 0.5f;
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return updated;
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}
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void UIScreen::TriggerFinish(DialogResult result) {
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// From here on, this dialog cannot receive input.
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ignoreInput_ = true;
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screenManager()->finishDialog(this, result);
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}
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bool UIDialogScreen::key(const KeyInput &key) {
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bool retval = UIScreen::key(key);
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if (!retval && (key.flags & KEY_DOWN) && UI::IsEscapeKey(key)) {
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if (finished_) {
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ERROR_LOG(Log::System, "Screen already finished");
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} else {
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finished_ = true;
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TriggerFinish(DR_BACK);
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UI::PlayUISound(UI::UISound::BACK);
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}
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return true;
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}
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return retval;
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}
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void UIDialogScreen::sendMessage(UIMessage message, const char *value) {
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Screen *screen = screenManager()->dialogParent(this);
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if (screen) {
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screen->sendMessage(message, value);
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}
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}
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UI::EventReturn UIScreen::OnBack(UI::EventParams &e) {
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TriggerFinish(DR_BACK);
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return UI::EVENT_DONE;
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}
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UI::EventReturn UIScreen::OnOK(UI::EventParams &e) {
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TriggerFinish(DR_OK);
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return UI::EVENT_DONE;
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}
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UI::EventReturn UIScreen::OnCancel(UI::EventParams &e) {
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TriggerFinish(DR_CANCEL);
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return UI::EVENT_DONE;
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}
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PopupScreen::PopupScreen(std::string_view title, std::string_view button1, std::string_view button2)
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: title_(title) {
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auto di = GetI18NCategory(I18NCat::DIALOG);
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if (!button1.empty())
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button1_ = di->T(button1);
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if (!button2.empty())
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button2_ = di->T(button2);
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alpha_ = 0.0f; // inherited
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}
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void PopupScreen::touch(const TouchInput &touch) {
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if (!box_ || (touch.flags & TOUCH_DOWN) == 0) {
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// Handle down-presses here.
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UIDialogScreen::touch(touch);
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return;
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}
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// Extra bounds to avoid closing the dialog while trying to aim for something
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// near the edge. Now that we only close on actual down-events, we can shrink
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// this border a bit.
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if (!box_->GetBounds().Expand(30.0f, 30.0f).Contains(touch.x, touch.y)) {
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TriggerFinish(DR_CANCEL);
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}
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UIDialogScreen::touch(touch);
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}
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bool PopupScreen::key(const KeyInput &key) {
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if (key.flags & KEY_DOWN) {
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if ((key.keyCode == NKCODE_ENTER || key.keyCode == NKCODE_NUMPAD_ENTER) && defaultButton_) {
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UI::EventParams e{};
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defaultButton_->OnClick.Trigger(e);
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return true;
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}
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}
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return UIDialogScreen::key(key);
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}
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void PopupScreen::update() {
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UIDialogScreen::update();
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if (defaultButton_)
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defaultButton_->SetEnabled(CanComplete(DR_OK));
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float animatePos = 1.0f;
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++frames_;
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if (finishFrame_ >= 0) {
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float leadOut = bezierEaseInOut((frames_ - finishFrame_) * (1.0f / (float)FRAMES_LEAD_OUT));
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animatePos = 1.0f - leadOut;
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if (frames_ >= finishFrame_ + FRAMES_LEAD_OUT) {
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// Actual finish happens here.
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screenManager()->finishDialog(this, finishResult_);
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}
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} else if (frames_ < FRAMES_LEAD_IN) {
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float leadIn = bezierEaseInOut(frames_ * (1.0f / (float)FRAMES_LEAD_IN));
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animatePos = leadIn;
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}
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if (animatePos < 1.0f) {
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alpha_ = animatePos;
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scale_.x = 0.9f + animatePos * 0.1f;
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scale_.y = 0.9f + animatePos * 0.1f;
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if (hasPopupOrigin_) {
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float xoff = popupOrigin_.x - g_display.dp_xres / 2;
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float yoff = popupOrigin_.y - g_display.dp_yres / 2;
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// Pull toward the origin a bit.
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translation_.x = xoff * (1.0f - animatePos) * 0.2f;
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translation_.y = yoff * (1.0f - animatePos) * 0.2f;
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} else {
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translation_.y = -g_display.dp_yres * (1.0f - animatePos) * 0.2f;
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}
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} else {
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alpha_ = 1.0f;
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scale_.x = 1.0f;
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scale_.y = 1.0f;
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translation_.x = 0.0f;
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translation_.y = 0.0f;
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}
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}
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void PopupScreen::SetPopupOrigin(const UI::View *view) {
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hasPopupOrigin_ = true;
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popupOrigin_ = view->GetBounds().Center();
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}
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void PopupScreen::TriggerFinish(DialogResult result) {
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if (CanComplete(result)) {
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ignoreInput_ = true;
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finishFrame_ = frames_;
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finishResult_ = result;
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OnCompleted(result);
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}
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// Inform UI that popup close to hide OSK (if visible)
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System_NotifyUIEvent(UIEventNotification::POPUP_CLOSED);
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}
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void PopupScreen::CreateViews() {
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using namespace UI;
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UIContext &dc = *screenManager()->getUIContext();
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AnchorLayout *anchor = new AnchorLayout(new LayoutParams(FILL_PARENT, FILL_PARENT));
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anchor->Overflow(false);
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root_ = anchor;
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float yres = screenManager()->getUIContext()->GetBounds().h;
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AnchorLayoutParams *anchorParams;
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if (!alignTop_) {
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// Standard centering etc.
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anchorParams = new AnchorLayoutParams(PopupWidth(), FillVertical() ? yres - 30 : WRAP_CONTENT,
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dc.GetBounds().centerX(), dc.GetBounds().centerY() + offsetY_, NONE, NONE, true);
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} else {
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// Top-aligned, for dialogs where we need to pop a keyboard below.
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anchorParams = new AnchorLayoutParams(PopupWidth(), FillVertical() ? yres - 30 : WRAP_CONTENT,
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NONE, 0, NONE, NONE, false);
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}
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box_ = new LinearLayout(ORIENT_VERTICAL, anchorParams);
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root_->Add(box_);
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box_->SetBG(dc.theme->popupStyle.background);
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box_->SetHasDropShadow(hasDropShadow_);
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// Since we scale a bit, make the dropshadow bleed past the edges.
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box_->SetDropShadowExpand(std::max(g_display.dp_xres, g_display.dp_yres));
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box_->SetSpacing(0.0f);
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if (HasTitleBar()) {
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View* title = new PopupHeader(title_);
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box_->Add(title);
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}
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CreatePopupContents(box_);
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root_->SetDefaultFocusView(box_);
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if (ShowButtons() && !button1_.empty()) {
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// And the two buttons at the bottom.
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LinearLayout *buttonRow = new LinearLayout(ORIENT_HORIZONTAL, new LinearLayoutParams(200, WRAP_CONTENT));
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buttonRow->SetSpacing(0);
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Margins buttonMargins(5, 5);
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// Adjust button order to the platform default.
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if (System_GetPropertyBool(SYSPROP_OK_BUTTON_LEFT)) {
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defaultButton_ = buttonRow->Add(new Button(button1_, new LinearLayoutParams(1.0f, buttonMargins)));
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defaultButton_->OnClick.Handle<UIScreen>(this, &UIScreen::OnOK);
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if (!button2_.empty())
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buttonRow->Add(new Button(button2_, new LinearLayoutParams(1.0f, buttonMargins)))->OnClick.Handle<UIScreen>(this, &UIScreen::OnCancel);
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} else {
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if (!button2_.empty())
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buttonRow->Add(new Button(button2_, new LinearLayoutParams(1.0f)))->OnClick.Handle<UIScreen>(this, &UIScreen::OnCancel);
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defaultButton_ = buttonRow->Add(new Button(button1_, new LinearLayoutParams(1.0f)));
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defaultButton_->OnClick.Handle<UIScreen>(this, &UIScreen::OnOK);
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}
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box_->Add(buttonRow);
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}
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}
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