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118 lines
4.0 KiB
C++
118 lines
4.0 KiB
C++
#pragma once
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#include <string>
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#include <string_view>
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#include <vector>
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#include <mutex>
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// Shows a visible message to the user.
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// The default implementation in NativeApp.cpp uses our "osm" system (on screen messaging).
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enum class OSDType {
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MESSAGE_INFO,
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MESSAGE_SUCCESS,
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MESSAGE_WARNING,
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MESSAGE_ERROR,
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MESSAGE_ERROR_DUMP, // displays lots of text (after the first line), small size
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MESSAGE_FILE_LINK,
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MESSAGE_CENTERED_WARNING,
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MESSAGE_CENTERED_ERROR,
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ACHIEVEMENT_UNLOCKED,
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// Side entries
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ACHIEVEMENT_PROGRESS, // Achievement icon + "measured_progress" text, auto-hide after 2s
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ACHIEVEMENT_CHALLENGE_INDICATOR, // Achievement icon ONLY, no auto-hide
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LEADERBOARD_TRACKER,
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LEADERBOARD_STARTED_FAILED,
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LEADERBOARD_SUBMITTED,
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PROGRESS_BAR,
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VALUE_COUNT,
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};
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// Data holder for on-screen messages.
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class OnScreenDisplay {
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public:
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~OnScreenDisplay();
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// If you specify 0.0f as duration, a duration will be chosen automatically depending on type.
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void Show(OSDType type, std::string_view text, float duration_s = 0.0f, const char *id = nullptr) {
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Show(type, text, "", duration_s, id);
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}
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void Show(OSDType type, std::string_view text, std::string_view text2, float duration_s = 0.0f, const char *id = nullptr) {
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Show(type, text, text2, "", duration_s, id);
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}
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void Show(OSDType type, std::string_view text, std::string_view text2, std::string_view icon, float duration_s = 0.0f, const char *id = nullptr);
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void ShowOnOff(std::string_view message, bool on, float duration_s = 0.0f);
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bool IsEmpty() const { return entries_.empty(); } // Shortcut to skip rendering.
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// Call this every frame, cleans up old entries.
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void Update();
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// Specialized achievement-related types. These go to the side notifications, not the top-middle.
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void ShowAchievementUnlocked(int achievementID);
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void ShowAchievementProgress(int achievementID, bool show); // call with show=false to hide. There can only be one of these. When hiding it's ok to not pass a valid achievementID.
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void ShowChallengeIndicator(int achievementID, bool show); // call with show=false to hide.
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void ShowLeaderboardTracker(int leaderboardTrackerID, const char *trackerText, bool show); // show=true is used both for create and update.
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void ShowLeaderboardStartEnd(const std::string &title, const std::string &description, bool started); // started = true for started, false for ended.
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void ShowLeaderboardSubmitted(const std::string &title, const std::string &value);
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// Progress bar controls
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// Set is both create and update. If you set maxValue <= minValue, you'll create an "indeterminate" progress
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// bar that doesn't show a specific amount of progress.
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void SetProgressBar(std::string_view id, std::string_view message, float minValue, float maxValue, float progress, float delay_s);
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void RemoveProgressBar(const std::string &id, bool success, float delay_s);
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// Call every frame to keep the sidebar visible. Otherwise it'll fade out.
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void NudgeSidebar();
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float SidebarAlpha() const;
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// Fades out everything related to achievements. Should be used on game shutdown.
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void ClearAchievementStuff();
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// Can't add an infinite number of "Show" functions, so starting to offer post-modification.
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void SetClickCallback(const char *id, void (*callback)(bool, void *), void *userdata);
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struct Entry {
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OSDType type;
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std::string text;
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std::string text2;
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std::string iconName;
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int numericID;
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std::string id;
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// We could use std::function, but prefer to do it the oldschool way.
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void (*clickCallback)(bool, void *);
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void *clickUserData;
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int instanceID;
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double startTime;
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double endTime;
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// Progress-bar-only data:
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float minValue;
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float maxValue;
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float progress;
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};
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std::vector<Entry> Entries();
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// TODO: Use something more stable than the index.
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void ClickEntry(size_t index, double now);
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static float FadeinTime() { return 0.1f; }
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static float FadeoutTime() { return 0.25f; }
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private:
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std::vector<Entry> entries_;
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std::mutex mutex_;
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double sideBarShowTime_ = 0.0;
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};
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extern OnScreenDisplay g_OSD;
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