mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-27 23:40:39 +00:00
323 lines
8.3 KiB
C++
323 lines
8.3 KiB
C++
#include "Common/System/Display.h"
|
|
#include "Common/Input/InputState.h"
|
|
#include "Common/UI/Root.h"
|
|
#include "Common/UI/Screen.h"
|
|
#include "Common/UI/UI.h"
|
|
#include "Common/UI/View.h"
|
|
#include "Common/UI/ViewGroup.h"
|
|
|
|
#include "Common/Log.h"
|
|
#include "Common/TimeUtil.h"
|
|
|
|
ScreenManager::ScreenManager() {
|
|
uiContext_ = 0;
|
|
dialogFinished_ = 0;
|
|
}
|
|
|
|
ScreenManager::~ScreenManager() {
|
|
shutdown();
|
|
}
|
|
|
|
void ScreenManager::switchScreen(Screen *screen) {
|
|
if (!nextStack_.empty() && screen == nextStack_.front().screen) {
|
|
ERROR_LOG(SYSTEM, "Already switching to this screen");
|
|
return;
|
|
}
|
|
// 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 (!nextStack_.empty()) {
|
|
ERROR_LOG(SYSTEM, "Already had a nextStack_! Asynchronous open while doing something? Deleting the new screen.");
|
|
delete screen;
|
|
return;
|
|
}
|
|
if (screen == nullptr) {
|
|
WARN_LOG(SYSTEM, "Switching to a zero screen, this can't be good");
|
|
}
|
|
if (stack_.empty() || screen != stack_.back().screen) {
|
|
screen->setScreenManager(this);
|
|
nextStack_.push_back({ screen, 0 });
|
|
}
|
|
}
|
|
|
|
void ScreenManager::update() {
|
|
std::lock_guard<std::recursive_mutex> guard(inputLock_);
|
|
if (!nextStack_.empty()) {
|
|
switchToNext();
|
|
}
|
|
|
|
if (stack_.size()) {
|
|
stack_.back().screen->update();
|
|
}
|
|
}
|
|
|
|
void ScreenManager::switchToNext() {
|
|
std::lock_guard<std::recursive_mutex> guard(inputLock_);
|
|
if (nextStack_.empty()) {
|
|
ERROR_LOG(SYSTEM, "switchToNext: No nextStack_!");
|
|
}
|
|
|
|
Layer temp = {nullptr, 0};
|
|
if (!stack_.empty()) {
|
|
temp = stack_.back();
|
|
stack_.pop_back();
|
|
}
|
|
stack_.push_back(nextStack_.front());
|
|
if (temp.screen) {
|
|
delete temp.screen;
|
|
}
|
|
UI::SetFocusedView(nullptr);
|
|
|
|
for (size_t i = 1; i < nextStack_.size(); ++i) {
|
|
stack_.push_back(nextStack_[i]);
|
|
}
|
|
nextStack_.clear();
|
|
}
|
|
|
|
bool ScreenManager::touch(const TouchInput &touch) {
|
|
std::lock_guard<std::recursive_mutex> guard(inputLock_);
|
|
bool result = false;
|
|
// Send release all events to every screen layer.
|
|
if (touch.flags & TOUCH_RELEASE_ALL) {
|
|
for (auto &layer : stack_) {
|
|
Screen *screen = layer.screen;
|
|
result = layer.screen->touch(screen->transformTouch(touch));
|
|
}
|
|
} else if (!stack_.empty()) {
|
|
Screen *screen = stack_.back().screen;
|
|
result = stack_.back().screen->touch(screen->transformTouch(touch));
|
|
}
|
|
return result;
|
|
}
|
|
|
|
bool ScreenManager::key(const KeyInput &key) {
|
|
std::lock_guard<std::recursive_mutex> guard(inputLock_);
|
|
bool result = false;
|
|
// Send key up to every screen layer.
|
|
if (key.flags & KEY_UP) {
|
|
for (auto &layer : stack_) {
|
|
result = layer.screen->key(key);
|
|
}
|
|
} else if (!stack_.empty()) {
|
|
result = stack_.back().screen->key(key);
|
|
}
|
|
return result;
|
|
}
|
|
|
|
bool ScreenManager::axis(const AxisInput &axis) {
|
|
std::lock_guard<std::recursive_mutex> guard(inputLock_);
|
|
|
|
// Ignore duplicate values to prevent axis values overwriting each other.
|
|
uint64_t key = ((uint64_t)axis.axisId << 32) | axis.deviceId;
|
|
// Center value far from zero just to ensure we send the first zero.
|
|
// PSP games can't see higher resolution than this.
|
|
int value = 128 + ceilf(axis.value * 127.5f + 127.5f);
|
|
if (lastAxis_[key] == value) {
|
|
return false;
|
|
}
|
|
lastAxis_[key] = value;
|
|
|
|
bool result = false;
|
|
// Send center axis to every screen layer.
|
|
if (axis.value == 0) {
|
|
for (auto &layer : stack_) {
|
|
result = layer.screen->axis(axis);
|
|
}
|
|
} else if (!stack_.empty()) {
|
|
result = stack_.back().screen->axis(axis);
|
|
}
|
|
return result;
|
|
}
|
|
|
|
void ScreenManager::deviceLost() {
|
|
for (auto &iter : stack_)
|
|
iter.screen->deviceLost();
|
|
}
|
|
|
|
void ScreenManager::deviceRestored() {
|
|
for (auto &iter : stack_)
|
|
iter.screen->deviceRestored();
|
|
}
|
|
|
|
void ScreenManager::resized() {
|
|
INFO_LOG(SYSTEM, "ScreenManager::resized(dp: %dx%d)", dp_xres, dp_yres);
|
|
std::lock_guard<std::recursive_mutex> guard(inputLock_);
|
|
// Have to notify the whole stack, otherwise there will be problems when going back
|
|
// to non-top screens.
|
|
for (auto iter = stack_.begin(); iter != stack_.end(); ++iter) {
|
|
iter->screen->resized();
|
|
}
|
|
}
|
|
|
|
void ScreenManager::render() {
|
|
if (!stack_.empty()) {
|
|
switch (stack_.back().flags) {
|
|
case LAYER_SIDEMENU:
|
|
case LAYER_TRANSPARENT:
|
|
if (stack_.size() == 1) {
|
|
ERROR_LOG(SYSTEM, "Can't have sidemenu over nothing");
|
|
break;
|
|
} else {
|
|
auto iter = stack_.end();
|
|
iter--;
|
|
iter--;
|
|
Layer backback = *iter;
|
|
|
|
_assert_(backback.screen);
|
|
|
|
// TODO: Make really sure that this "mismatched" pre/post only happens
|
|
// when screens are "compatible" (both are UIScreens, for example).
|
|
backback.screen->preRender();
|
|
backback.screen->render();
|
|
stack_.back().screen->render();
|
|
if (postRenderCb_)
|
|
postRenderCb_(getUIContext(), postRenderUserdata_);
|
|
backback.screen->postRender();
|
|
break;
|
|
}
|
|
default:
|
|
_assert_(stack_.back().screen);
|
|
stack_.back().screen->preRender();
|
|
stack_.back().screen->render();
|
|
if (postRenderCb_)
|
|
postRenderCb_(getUIContext(), postRenderUserdata_);
|
|
stack_.back().screen->postRender();
|
|
break;
|
|
}
|
|
} else {
|
|
ERROR_LOG(SYSTEM, "No current screen!");
|
|
}
|
|
|
|
processFinishDialog();
|
|
}
|
|
|
|
void ScreenManager::getFocusPosition(float &x, float &y, float &z) {
|
|
UI::ScrollView::GetLastScrollPosition(x, y);
|
|
|
|
UI::View *v = UI::GetFocusedView();
|
|
x += v ? v->GetBounds().x : 0;
|
|
y += v ? v->GetBounds().y : 0;
|
|
z = stack_.size();
|
|
}
|
|
|
|
void ScreenManager::sendMessage(const char *msg, const char *value) {
|
|
if (!strcmp(msg, "recreateviews"))
|
|
RecreateAllViews();
|
|
if (!strcmp(msg, "lost_focus")) {
|
|
TouchInput input;
|
|
input.flags = TOUCH_RELEASE_ALL;
|
|
input.timestamp = time_now_d();
|
|
input.id = 0;
|
|
touch(input);
|
|
}
|
|
if (!stack_.empty())
|
|
stack_.back().screen->sendMessage(msg, value);
|
|
}
|
|
|
|
Screen *ScreenManager::topScreen() const {
|
|
if (!stack_.empty())
|
|
return stack_.back().screen;
|
|
else
|
|
return 0;
|
|
}
|
|
|
|
void ScreenManager::shutdown() {
|
|
std::lock_guard<std::recursive_mutex> guard(inputLock_);
|
|
for (auto layer : stack_)
|
|
delete layer.screen;
|
|
stack_.clear();
|
|
for (auto layer : nextStack_)
|
|
delete layer.screen;
|
|
nextStack_.clear();
|
|
}
|
|
|
|
void ScreenManager::push(Screen *screen, int layerFlags) {
|
|
std::lock_guard<std::recursive_mutex> guard(inputLock_);
|
|
screen->setScreenManager(this);
|
|
if (screen->isTransparent()) {
|
|
layerFlags |= LAYER_TRANSPARENT;
|
|
}
|
|
|
|
// Release touches and unfocus.
|
|
UI::SetFocusedView(nullptr);
|
|
TouchInput input;
|
|
input.flags = TOUCH_RELEASE_ALL;
|
|
input.timestamp = time_now_d();
|
|
input.id = 0;
|
|
touch(input);
|
|
|
|
Layer layer = {screen, layerFlags};
|
|
if (nextStack_.empty())
|
|
stack_.push_back(layer);
|
|
else
|
|
nextStack_.push_back(layer);
|
|
}
|
|
|
|
void ScreenManager::pop() {
|
|
std::lock_guard<std::recursive_mutex> guard(inputLock_);
|
|
if (stack_.size()) {
|
|
delete stack_.back().screen;
|
|
stack_.pop_back();
|
|
} else {
|
|
ERROR_LOG(SYSTEM, "Can't pop when stack empty");
|
|
}
|
|
}
|
|
|
|
void ScreenManager::RecreateAllViews() {
|
|
for (auto it = stack_.begin(); it != stack_.end(); ++it) {
|
|
it->screen->RecreateViews();
|
|
}
|
|
}
|
|
|
|
void ScreenManager::finishDialog(Screen *dialog, DialogResult result) {
|
|
if (stack_.empty()) {
|
|
ERROR_LOG(SYSTEM, "Must be in a dialog to finishDialog");
|
|
return;
|
|
}
|
|
if (dialog != stack_.back().screen) {
|
|
ERROR_LOG(SYSTEM, "Wrong dialog being finished!");
|
|
return;
|
|
}
|
|
dialog->onFinish(result);
|
|
dialogFinished_ = dialog;
|
|
dialogResult_ = result;
|
|
}
|
|
|
|
Screen *ScreenManager::dialogParent(const Screen *dialog) const {
|
|
for (size_t i = 1; i < stack_.size(); ++i) {
|
|
if (stack_[i].screen == dialog) {
|
|
// The previous screen was the caller (not necessarily the topmost.)
|
|
return stack_[i - 1].screen;
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
void ScreenManager::processFinishDialog() {
|
|
if (dialogFinished_) {
|
|
{
|
|
std::lock_guard<std::recursive_mutex> guard(inputLock_);
|
|
// Another dialog may have been pushed before the render, so search for it.
|
|
Screen *caller = dialogParent(dialogFinished_);
|
|
for (size_t i = 0; i < stack_.size(); ++i) {
|
|
if (stack_[i].screen == dialogFinished_) {
|
|
stack_.erase(stack_.begin() + i);
|
|
}
|
|
}
|
|
|
|
if (!caller) {
|
|
ERROR_LOG(SYSTEM, "ERROR: no top screen when finishing dialog");
|
|
} else if (caller != topScreen()) {
|
|
// The caller may get confused if we call dialogFinished() now.
|
|
WARN_LOG(SYSTEM, "Skipping non-top dialog when finishing dialog.");
|
|
} else {
|
|
caller->dialogFinished(dialogFinished_, dialogResult_);
|
|
}
|
|
}
|
|
delete dialogFinished_;
|
|
dialogFinished_ = nullptr;
|
|
}
|
|
}
|