mirror of
https://github.com/hrydgard/ppsspp.git
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835aa02a28
This uses the old UIKeyInput which is a bit limited language-wise, however, it's enough to log into RetroAchievements and change your nickname, at least, and it was the easiest to implement. So, this solves 90% of the problems caused by missing keyboard support, at least.
153 lines
3.6 KiB
C++
153 lines
3.6 KiB
C++
#pragma once
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#include <mutex>
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#include <string>
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#include <deque>
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#include "Common/Math/lin/vec3.h"
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#include "Common/UI/Screen.h"
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#include "Common/UI/ViewGroup.h"
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using namespace Lin;
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class I18NCategory;
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namespace Draw {
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class DrawContext;
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}
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enum class QueuedEventType : u8 {
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KEY,
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AXIS,
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TOUCH,
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};
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struct QueuedEvent {
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QueuedEventType type;
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union {
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TouchInput touch;
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KeyInput key;
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AxisInput axis;
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};
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};
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class UIScreen : public Screen {
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public:
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UIScreen();
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~UIScreen();
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void update() override;
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ScreenRenderFlags render(ScreenRenderMode mode) override;
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void deviceLost() override;
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void deviceRestored() override;
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virtual void touch(const TouchInput &touch);
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virtual bool key(const KeyInput &key);
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virtual void axis(const AxisInput &axis);
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bool UnsyncTouch(const TouchInput &touch) override;
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bool UnsyncKey(const KeyInput &key) override;
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void UnsyncAxis(const AxisInput *axes, size_t count) override;
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TouchInput transformTouch(const TouchInput &touch) override;
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virtual void TriggerFinish(DialogResult result);
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// Some useful default event handlers
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UI::EventReturn OnOK(UI::EventParams &e);
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UI::EventReturn OnCancel(UI::EventParams &e);
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UI::EventReturn OnBack(UI::EventParams &e);
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protected:
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virtual void CreateViews() = 0;
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void RecreateViews() override { recreateViews_ = true; }
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bool UseVerticalLayout() const;
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UI::ViewGroup *root_ = nullptr;
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Vec3 translation_ = Vec3(0.0f);
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Vec3 scale_ = Vec3(1.0f);
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float alpha_ = 1.0f;
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bool ignoreInsets_ = false;
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bool ignoreInput_ = false;
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protected:
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virtual void DrawBackground(UIContext &ui) {}
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virtual void DrawForeground(UIContext &ui) {}
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void SetupViewport();
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void DoRecreateViews();
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bool recreateViews_ = true;
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bool lastVertical_;
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private:
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std::mutex eventQueueLock_;
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std::deque<QueuedEvent> eventQueue_;
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};
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class UIDialogScreen : public UIScreen {
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public:
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UIDialogScreen() : UIScreen(), finished_(false) {}
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bool key(const KeyInput &key) override;
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void sendMessage(UIMessage message, const char *value) override;
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private:
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bool finished_;
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};
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class PopupScreen : public UIDialogScreen {
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public:
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PopupScreen(std::string_view title, std::string_view button1 = "", std::string_view button2 = "");
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virtual void CreatePopupContents(UI::ViewGroup *parent) = 0;
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void CreateViews() override;
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bool isTransparent() const override { return true; }
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void touch(const TouchInput &touch) override;
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bool key(const KeyInput &key) override;
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void TriggerFinish(DialogResult result) override;
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void SetPopupOrigin(const UI::View *view);
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void SetPopupOffset(float y) { offsetY_ = y; }
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void SetAlignTop(bool alignTop) { alignTop_ = alignTop; }
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void SetHasDropShadow(bool has) { hasDropShadow_ = has; }
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// For the postproc param sliders on DisplayLayoutScreen
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bool wantBrightBackground() const override { return !hasDropShadow_; }
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protected:
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virtual bool FillVertical() const { return false; }
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virtual UI::Size PopupWidth() const { return 550; }
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virtual bool ShowButtons() const { return true; }
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virtual bool CanComplete(DialogResult result) { return true; }
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virtual void OnCompleted(DialogResult result) {}
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virtual bool HasTitleBar() const { return true; }
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const std::string &Title() { return title_; }
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void update() override;
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private:
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UI::LinearLayout *box_ = nullptr;
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UI::Button *defaultButton_ = nullptr;
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std::string title_;
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std::string button1_;
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std::string button2_;
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enum {
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FRAMES_LEAD_IN = 6,
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FRAMES_LEAD_OUT = 4,
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};
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int frames_ = 0;
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int finishFrame_ = -1;
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DialogResult finishResult_ = DR_CANCEL;
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bool hasPopupOrigin_ = false;
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Point popupOrigin_;
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float offsetY_ = 0.0f;
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bool alignTop_ = false;
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bool hasDropShadow_ = true;
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};
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