mirror of
https://github.com/hrydgard/ppsspp.git
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215 lines
5.7 KiB
C++
215 lines
5.7 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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enum class ScreenRenderRole {
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NONE = 0,
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CAN_BE_BACKGROUND = 1,
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MUST_BE_FIRST = 2,
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};
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ENUM_CLASS_BITOPS(ScreenRenderRole);
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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(Draw::DrawContext *draw) {}
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virtual ScreenRenderRole renderRole(bool isTop) const { return ScreenRenderRole::NONE; }
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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() = default;
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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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Draw::DrawContext *getDrawContext() { return draw_; }
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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(Draw::DrawContext *draw);
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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 *draw_ = 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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