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https://github.com/hrydgard/ppsspp.git
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1304d04161
It seems to be possible for a user to back out of a screen before receiving the "dialog completed" callback on Android, in which case things pointed to by the callback might be gone. In this case, it's better to simply not call the callback, rather than crashing. This is accomplished by assigning "Tokens" to screens that cause requests, and in ~Screen, invalidate any pending requests belonging to that token.
209 lines
5.6 KiB
C++
209 lines
5.6 KiB
C++
// Super basic screen manager. Let's you, well, switch between screens. Can also be used
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// to pop one screen in front for a bit while keeping another one running, it's basically
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// a native "activity stack". Well actually that part is still a TODO.
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//
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// Semantics
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//
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// switchScreen: When you call this, on a newed screen, the ScreenManager takes ownership.
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// On the next update, it switches to the new screen and deletes the previous screen.
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//
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// TODO: A way to do smooth transitions between screens. Will probably involve screenshotting
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// the previous screen and then animating it on top of the current screen with transparency
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// and/or other similar effects.
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#pragma once
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#include <cstdint>
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#include <mutex>
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#include <string>
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#include <unordered_map>
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#include <vector>
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#include "Common/Common.h"
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#include "Common/Input/InputState.h"
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#include "Common/System/System.h"
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namespace UI {
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class View;
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}
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enum DialogResult {
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DR_OK,
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DR_CANCEL,
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DR_YES,
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DR_NO,
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DR_BACK,
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};
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class ScreenManager;
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class UIContext;
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namespace Draw {
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class DrawContext;
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}
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enum class ScreenFocusChange {
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FOCUS_LOST_TOP, // Another screen was pushed on top
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FOCUS_BECAME_TOP, // Became the top screen again
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};
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enum class ScreenRenderMode {
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DEFAULT = 0,
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FIRST = 1,
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BEHIND = 4,
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TOP = 8,
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};
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ENUM_CLASS_BITOPS(ScreenRenderMode);
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enum class ScreenRenderFlags {
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NONE = 0,
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HANDLED_THROTTLING = 1,
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};
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ENUM_CLASS_BITOPS(ScreenRenderFlags);
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class Screen {
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public:
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Screen() : screenManager_(nullptr) { }
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virtual ~Screen();
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virtual void onFinish(DialogResult reason) {}
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virtual void update() {}
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virtual ScreenRenderFlags render(ScreenRenderMode mode) = 0;
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virtual void resized() {}
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virtual void dialogFinished(const Screen *dialog, DialogResult result) {}
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virtual void sendMessage(UIMessage message, const char *value) {}
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virtual void deviceLost() {}
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virtual void deviceRestored() {}
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virtual bool canBeBackground(bool isTop) const { return false; }
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virtual bool wantBrightBackground() const { return false; } // special hack for DisplayLayoutScreen.
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virtual void focusChanged(ScreenFocusChange focusChange);
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// Return value of UnsyncTouch is only used to let the overlay screen block touches.
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virtual bool UnsyncTouch(const TouchInput &touch) = 0;
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// Return value of UnsyncKey is used to not block certain system keys like volume when unhandled, on Android.
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virtual bool UnsyncKey(const KeyInput &touch) = 0;
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virtual void UnsyncAxis(const AxisInput *axes, size_t count) = 0;
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virtual void RecreateViews() {}
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ScreenManager *screenManager() { return screenManager_; }
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const ScreenManager *screenManager() const { return screenManager_; }
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void setScreenManager(ScreenManager *sm) { screenManager_ = sm; }
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virtual const char *tag() const = 0;
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virtual bool isTransparent() const { return false; }
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virtual bool isTopLevel() const { return false; }
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virtual TouchInput transformTouch(const TouchInput &touch) { return touch; }
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protected:
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int GetRequesterToken();
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private:
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ScreenManager *screenManager_;
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int token_ = -1;
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DISALLOW_COPY_AND_ASSIGN(Screen);
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};
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class Transition {
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public:
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Transition() {}
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};
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enum {
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LAYER_TRANSPARENT = 2,
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};
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typedef void(*PostRenderCallback)(UIContext *ui, void *userdata);
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class ScreenManager {
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public:
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virtual ~ScreenManager();
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void switchScreen(Screen *screen);
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void update();
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void setUIContext(UIContext *context) { uiContext_ = context; }
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UIContext *getUIContext() { return uiContext_; }
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void setDrawContext(Draw::DrawContext *context) { thin3DContext_ = context; }
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Draw::DrawContext *getDrawContext() { return thin3DContext_; }
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void setPostRenderCallback(PostRenderCallback cb, void *userdata) {
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postRenderCb_ = cb;
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postRenderUserdata_ = userdata;
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}
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ScreenRenderFlags render();
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void resized();
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void shutdown();
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void deviceLost();
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void deviceRestored();
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// Push a dialog box in front. Currently 1-level only.
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void push(Screen *screen, int layerFlags = 0);
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// Recreate all views
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void RecreateAllViews();
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// Pops the dialog away.
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void finishDialog(Screen *dialog, DialogResult result = DR_OK);
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Screen *dialogParent(const Screen *dialog) const;
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// Instant touch, separate from the update() mechanism.
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void touch(const TouchInput &touch);
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bool key(const KeyInput &key);
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void axis(const AxisInput *axes, size_t count);
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// Generic facility for gross hacks :P
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void sendMessage(UIMessage message, const char *value);
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const Screen *topScreen() const {
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return stack_.empty() ? nullptr : stack_.back().screen;
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}
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Screen *topScreen() {
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return stack_.empty() ? nullptr : stack_.back().screen;
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}
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void getFocusPosition(float &x, float &y, float &z);
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// Will delete any existing overlay screen.
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void SetBackgroundOverlayScreens(Screen *backgroundScreen, Screen *overlayScreen);
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std::recursive_mutex inputLock_;
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private:
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void pop();
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void switchToNext();
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void processFinishDialog();
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UIContext *uiContext_ = nullptr;
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Draw::DrawContext *thin3DContext_ = nullptr;
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PostRenderCallback postRenderCb_ = nullptr;
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void *postRenderUserdata_ = nullptr;
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const Screen *dialogFinished_ = nullptr;
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DialogResult dialogResult_{};
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Screen *backgroundScreen_ = nullptr;
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Screen *overlayScreen_ = nullptr;
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struct Layer {
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Screen *screen;
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int flags; // From LAYER_ enum above
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UI::View *focusedView; // TODO: save focus here. Going for quick solution now to reset focus.
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};
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// Dialog stack. These are shown "on top" of base screens and the Android back button works as expected.
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// Used for options, in-game menus and other things you expect to be able to back out from onto something.
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std::vector<Layer> stack_;
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std::vector<Layer> nextStack_;
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std::unordered_map<int64_t, int> lastAxis_;
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};
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