ppsspp/Common/UI/Screen.h

217 lines
5.7 KiB
C++

// Super basic screen manager. Let's you, well, switch between screens. Can also be used
// to pop one screen in front for a bit while keeping another one running, it's basically
// a native "activity stack". Well actually that part is still a TODO.
//
// Semantics
//
// switchScreen: When you call this, on a newed screen, the ScreenManager takes ownership.
// On the next update, it switches to the new screen and deletes the previous screen.
//
// TODO: A way to do smooth transitions between screens. Will probably involve screenshotting
// the previous screen and then animating it on top of the current screen with transparency
// and/or other similar effects.
#pragma once
#include <cstdint>
#include <mutex>
#include <string>
#include <unordered_map>
#include <vector>
#include "Common/Common.h"
#include "Common/Input/InputState.h"
#include "Common/System/System.h"
namespace UI {
class View;
}
enum DialogResult {
DR_OK,
DR_CANCEL,
DR_YES,
DR_NO,
DR_BACK,
};
class ScreenManager;
class UIContext;
namespace Draw {
class DrawContext;
}
enum class ScreenFocusChange {
FOCUS_LOST_TOP, // Another screen was pushed on top
FOCUS_BECAME_TOP, // Became the top screen again
};
enum class ScreenRenderMode {
DEFAULT = 0,
FIRST = 1,
BEHIND = 4,
TOP = 8,
};
ENUM_CLASS_BITOPS(ScreenRenderMode);
enum class ScreenRenderFlags {
NONE = 0,
HANDLED_THROTTLING = 1,
};
ENUM_CLASS_BITOPS(ScreenRenderFlags);
enum class ScreenRenderRole {
NONE = 0,
CAN_BE_BACKGROUND = 1,
MUST_BE_FIRST = 2,
};
ENUM_CLASS_BITOPS(ScreenRenderRole);
class Screen {
public:
Screen() : screenManager_(nullptr) { }
virtual ~Screen();
virtual void onFinish(DialogResult reason) {}
virtual void update() {}
virtual ScreenRenderFlags render(ScreenRenderMode mode) = 0;
virtual void resized() {}
virtual void dialogFinished(const Screen *dialog, DialogResult result) {}
virtual void sendMessage(UIMessage message, const char *value) {}
virtual void deviceLost() {}
virtual void deviceRestored() {}
virtual ScreenRenderRole renderRole(bool isTop) const { return ScreenRenderRole::NONE; }
virtual bool wantBrightBackground() const { return false; } // special hack for DisplayLayoutScreen.
virtual void focusChanged(ScreenFocusChange focusChange);
// Return value of UnsyncTouch is only used to let the overlay screen block touches.
virtual bool UnsyncTouch(const TouchInput &touch) = 0;
// Return value of UnsyncKey is used to not block certain system keys like volume when unhandled, on Android.
virtual bool UnsyncKey(const KeyInput &touch) = 0;
virtual void UnsyncAxis(const AxisInput *axes, size_t count) = 0;
virtual void RecreateViews() {}
ScreenManager *screenManager() { return screenManager_; }
const ScreenManager *screenManager() const { return screenManager_; }
void setScreenManager(ScreenManager *sm) { screenManager_ = sm; }
virtual const char *tag() const = 0;
virtual bool isTransparent() const { return false; }
virtual bool isTopLevel() const { return false; }
virtual TouchInput transformTouch(const TouchInput &touch) { return touch; }
protected:
int GetRequesterToken();
private:
ScreenManager *screenManager_;
int token_ = -1;
DISALLOW_COPY_AND_ASSIGN(Screen);
};
class Transition {
public:
Transition() {}
};
enum {
LAYER_TRANSPARENT = 2,
};
typedef void(*PostRenderCallback)(UIContext *ui, void *userdata);
class ScreenManager {
public:
virtual ~ScreenManager();
void switchScreen(Screen *screen);
void update();
void setUIContext(UIContext *context) { uiContext_ = context; }
UIContext *getUIContext() { return uiContext_; }
void setDrawContext(Draw::DrawContext *context) { thin3DContext_ = context; }
Draw::DrawContext *getDrawContext() { return thin3DContext_; }
void setPostRenderCallback(PostRenderCallback cb, void *userdata) {
postRenderCb_ = cb;
postRenderUserdata_ = userdata;
}
ScreenRenderFlags render();
void resized();
void shutdown();
void deviceLost();
void deviceRestored();
// Push a dialog box in front. Currently 1-level only.
void push(Screen *screen, int layerFlags = 0);
// Recreate all views
void RecreateAllViews();
// Pops the dialog away.
void finishDialog(Screen *dialog, DialogResult result = DR_OK);
Screen *dialogParent(const Screen *dialog) const;
// Instant touch, separate from the update() mechanism.
void touch(const TouchInput &touch);
bool key(const KeyInput &key);
void axis(const AxisInput *axes, size_t count);
// Generic facility for gross hacks :P
void sendMessage(UIMessage message, const char *value);
const Screen *topScreen() const {
return stack_.empty() ? nullptr : stack_.back().screen;
}
Screen *topScreen() {
return stack_.empty() ? nullptr : stack_.back().screen;
}
void getFocusPosition(float &x, float &y, float &z);
// Will delete any existing overlay screen.
void SetBackgroundOverlayScreens(Screen *backgroundScreen, Screen *overlayScreen);
std::recursive_mutex inputLock_;
private:
void pop();
void switchToNext();
void processFinishDialog();
UIContext *uiContext_ = nullptr;
Draw::DrawContext *thin3DContext_ = nullptr;
PostRenderCallback postRenderCb_ = nullptr;
void *postRenderUserdata_ = nullptr;
const Screen *dialogFinished_ = nullptr;
DialogResult dialogResult_{};
Screen *backgroundScreen_ = nullptr;
Screen *overlayScreen_ = nullptr;
struct Layer {
Screen *screen;
int flags; // From LAYER_ enum above
UI::View *focusedView; // TODO: save focus here. Going for quick solution now to reset focus.
};
// Dialog stack. These are shown "on top" of base screens and the Android back button works as expected.
// Used for options, in-game menus and other things you expect to be able to back out from onto something.
std::vector<Layer> stack_;
std::vector<Layer> nextStack_;
std::unordered_map<int64_t, int> lastAxis_;
};