ppsspp/ui/screen.cpp
2013-05-28 00:32:00 +02:00

164 lines
3.6 KiB
C++

#include "base/logging.h"
#include "input/input_state.h"
#include "ui/screen.h"
#include "ui/ui.h"
ScreenManager::ScreenManager() {
nextScreen_ = 0;
uiContext_ = 0;
dialogFinished_ = 0;
}
ScreenManager::~ScreenManager() {
shutdown();
}
void ScreenManager::switchScreen(Screen *screen) {
// Note that if a dialog is found, this will be a silent background switch that
// will only become apparent if the dialog is closed. The previous screen will stick around
// until that switch.
// TODO: is this still true?
if (nextScreen_ != 0) {
FLOG("WTF? Already had a nextScreen_");
}
if (stack_.empty() || screen != stack_.back().screen) {
nextScreen_ = screen;
nextScreen_->setScreenManager(this);
}
}
void ScreenManager::update(InputState &input) {
if (nextScreen_) {
ILOG("Screen switch! Top of the stack switches.");
switchToNext();
}
if (stack_.size()) {
stack_.back().screen->update(input);
}
}
void ScreenManager::switchToNext() {
Layer temp = {0, 0};
if (!stack_.empty()) {
temp = stack_.back();
stack_.pop_back();
}
Layer newLayer = {nextScreen_, 0};
stack_.push_back(newLayer);
delete temp.screen;
nextScreen_ = 0;
}
void ScreenManager::touch(const TouchInput &touch) {
if (stack_.size()) {
stack_.back().screen->touch(touch);
return;
}
}
void ScreenManager::render() {
if (stack_.size()) {
switch (stack_.back().flags) {
case LAYER_SIDEMENU:
if (stack_.size() == 1) {
ELOG("Can't have sidemenu over nothing");
break;
} else {
auto iter = stack_.end();
iter--;
iter--;
Layer backback = *iter;
UIDisableBegin();
// Also shift to the right somehow...
backback.screen->render();
UIDisableEnd();
stack_.back().screen->render();
break;
}
default:
stack_.back().screen->render();
break;
}
} else {
ELOG("No current screen!");
}
processFinishDialog();
}
void ScreenManager::sendMessage(const char *msg, const char *value) {
if (stack_.size())
stack_.back().screen->sendMessage(msg, value);
}
void ScreenManager::deviceLost()
{
if (stack_.size())
stack_.back().screen->deviceLost();
// Dialogs too? Nah, they should only use the standard UI texture anyway.
// TODO: Change this when it becomes necessary.
}
Screen *ScreenManager::topScreen() {
if (stack_.size())
return stack_.back().screen;
else
return 0;
}
void ScreenManager::shutdown() {
for (auto x = stack_.begin(); x != stack_.end(); x++)
{
delete x->screen;
}
stack_.clear();
delete nextScreen_;
nextScreen_ = 0;
}
void ScreenManager::push(Screen *screen, int layerFlags) {
if (nextScreen_ && stack_.empty()) {
// we're during init, this is OK
switchToNext();
}
screen->setScreenManager(this);
Layer layer = {screen, layerFlags};
stack_.push_back(layer);
}
void ScreenManager::pop() {
if (stack_.size()) {
delete stack_.back().screen;
stack_.pop_back();
} else {
ELOG("Can't pop when stack empty");
}
}
void ScreenManager::finishDialog(const Screen *dialog, DialogResult result) {
if (dialog != stack_.back().screen) {
ELOG("Wrong dialog being finished!");
return;
}
if (!stack_.size()) {
ELOG("Must be in a dialog to finishDialog");
return;
}
dialogFinished_ = dialog;
dialogResult_ = result;
}
void ScreenManager::processFinishDialog() {
if (dialogFinished_) {
if (stack_.size()) {
stack_.pop_back();
}
Screen *caller = topScreen();
caller->dialogFinished(dialogFinished_, dialogResult_);
delete dialogFinished_;
dialogFinished_ = 0;
}
}