ppsspp/Common/UI/UIScreen.h
Henrik Rydgård 835aa02a28 Add basic soft-keyboard support on iOS
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.
2024-05-20 19:08:35 +02:00

153 lines
3.6 KiB
C++

#pragma once
#include <mutex>
#include <string>
#include <deque>
#include "Common/Math/lin/vec3.h"
#include "Common/UI/Screen.h"
#include "Common/UI/ViewGroup.h"
using namespace Lin;
class I18NCategory;
namespace Draw {
class DrawContext;
}
enum class QueuedEventType : u8 {
KEY,
AXIS,
TOUCH,
};
struct QueuedEvent {
QueuedEventType type;
union {
TouchInput touch;
KeyInput key;
AxisInput axis;
};
};
class UIScreen : public Screen {
public:
UIScreen();
~UIScreen();
void update() override;
ScreenRenderFlags render(ScreenRenderMode mode) override;
void deviceLost() override;
void deviceRestored() override;
virtual void touch(const TouchInput &touch);
virtual bool key(const KeyInput &key);
virtual void axis(const AxisInput &axis);
bool UnsyncTouch(const TouchInput &touch) override;
bool UnsyncKey(const KeyInput &key) override;
void UnsyncAxis(const AxisInput *axes, size_t count) override;
TouchInput transformTouch(const TouchInput &touch) override;
virtual void TriggerFinish(DialogResult result);
// Some useful default event handlers
UI::EventReturn OnOK(UI::EventParams &e);
UI::EventReturn OnCancel(UI::EventParams &e);
UI::EventReturn OnBack(UI::EventParams &e);
protected:
virtual void CreateViews() = 0;
void RecreateViews() override { recreateViews_ = true; }
bool UseVerticalLayout() const;
UI::ViewGroup *root_ = nullptr;
Vec3 translation_ = Vec3(0.0f);
Vec3 scale_ = Vec3(1.0f);
float alpha_ = 1.0f;
bool ignoreInsets_ = false;
bool ignoreInput_ = false;
protected:
virtual void DrawBackground(UIContext &ui) {}
virtual void DrawForeground(UIContext &ui) {}
void SetupViewport();
void DoRecreateViews();
bool recreateViews_ = true;
bool lastVertical_;
private:
std::mutex eventQueueLock_;
std::deque<QueuedEvent> eventQueue_;
};
class UIDialogScreen : public UIScreen {
public:
UIDialogScreen() : UIScreen(), finished_(false) {}
bool key(const KeyInput &key) override;
void sendMessage(UIMessage message, const char *value) override;
private:
bool finished_;
};
class PopupScreen : public UIDialogScreen {
public:
PopupScreen(std::string_view title, std::string_view button1 = "", std::string_view button2 = "");
virtual void CreatePopupContents(UI::ViewGroup *parent) = 0;
void CreateViews() override;
bool isTransparent() const override { return true; }
void touch(const TouchInput &touch) override;
bool key(const KeyInput &key) override;
void TriggerFinish(DialogResult result) override;
void SetPopupOrigin(const UI::View *view);
void SetPopupOffset(float y) { offsetY_ = y; }
void SetAlignTop(bool alignTop) { alignTop_ = alignTop; }
void SetHasDropShadow(bool has) { hasDropShadow_ = has; }
// For the postproc param sliders on DisplayLayoutScreen
bool wantBrightBackground() const override { return !hasDropShadow_; }
protected:
virtual bool FillVertical() const { return false; }
virtual UI::Size PopupWidth() const { return 550; }
virtual bool ShowButtons() const { return true; }
virtual bool CanComplete(DialogResult result) { return true; }
virtual void OnCompleted(DialogResult result) {}
virtual bool HasTitleBar() const { return true; }
const std::string &Title() { return title_; }
void update() override;
private:
UI::LinearLayout *box_ = nullptr;
UI::Button *defaultButton_ = nullptr;
std::string title_;
std::string button1_;
std::string button2_;
enum {
FRAMES_LEAD_IN = 6,
FRAMES_LEAD_OUT = 4,
};
int frames_ = 0;
int finishFrame_ = -1;
DialogResult finishResult_ = DR_CANCEL;
bool hasPopupOrigin_ = false;
Point popupOrigin_;
float offsetY_ = 0.0f;
bool alignTop_ = false;
bool hasDropShadow_ = true;
};