ppsspp/Common/UI/Screen.cpp
2021-09-10 02:06:51 +02:00

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;
}
}