ppsspp/Common/UI/Root.cpp

426 lines
11 KiB
C++

#include <atomic>
#include <mutex>
#include <deque>
#include "ppsspp_config.h"
#include "Common/Input/InputState.h"
#include "Common/Log.h"
#include "Common/TimeUtil.h"
#include "Common/UI/Root.h"
#include "Common/UI/ViewGroup.h"
namespace UI {
static std::mutex focusLock;
static std::vector<int> focusMoves;
extern bool focusForced;
static View *focusedView;
static bool focusMovementEnabled;
bool focusForced;
static std::mutex eventMutex_;
static std::function<void(UISound)> soundCallback;
static bool soundEnabled = true;
struct DispatchQueueItem {
Event *e;
EventParams params;
};
std::atomic<bool> hasDispatchQueue;
std::deque<DispatchQueueItem> g_dispatchQueue;
void EventTriggered(Event *e, EventParams params) {
DispatchQueueItem item{ e, params };
std::unique_lock<std::mutex> guard(eventMutex_);
// Set before adding so we lock and check the added value.
hasDispatchQueue = true;
g_dispatchQueue.push_front(item);
}
void DispatchEvents() {
while (hasDispatchQueue) {
DispatchQueueItem item;
{
std::unique_lock<std::mutex> guard(eventMutex_);
if (g_dispatchQueue.empty())
break;
item = g_dispatchQueue.back();
g_dispatchQueue.pop_back();
hasDispatchQueue = !g_dispatchQueue.empty();
}
if (item.e) {
item.e->Dispatch(item.params);
}
}
}
void RemoveQueuedEventsByView(View *view) {
if (!hasDispatchQueue)
return;
std::unique_lock<std::mutex> guard(eventMutex_);
for (auto it = g_dispatchQueue.begin(); it != g_dispatchQueue.end(); ) {
if (it->params.v == view) {
it = g_dispatchQueue.erase(it);
} else {
++it;
}
}
}
void RemoveQueuedEventsByEvent(Event *event) {
if (!hasDispatchQueue)
return;
std::unique_lock<std::mutex> guard(eventMutex_);
for (auto it = g_dispatchQueue.begin(); it != g_dispatchQueue.end(); ) {
if (it->e == event) {
it = g_dispatchQueue.erase(it);
} else {
++it;
}
}
}
View *GetFocusedView() {
return focusedView;
}
void SetFocusedView(View *view, bool force) {
if (focusedView) {
focusedView->FocusChanged(FF_LOSTFOCUS);
}
focusedView = view;
if (focusedView) {
focusedView->FocusChanged(FF_GOTFOCUS);
if (force) {
focusForced = true;
}
}
}
void EnableFocusMovement(bool enable) {
focusMovementEnabled = enable;
if (!enable) {
if (focusedView) {
focusedView->FocusChanged(FF_LOSTFOCUS);
}
focusedView = 0;
}
}
bool IsFocusMovementEnabled() {
return focusMovementEnabled;
}
void LayoutViewHierarchy(const UIContext &dc, ViewGroup *root, bool ignoreInsets) {
if (!root) {
ERROR_LOG(SYSTEM, "Tried to layout a view hierarchy from a zero pointer root");
return;
}
Bounds rootBounds = ignoreInsets ? dc.GetBounds() : dc.GetLayoutBounds();
MeasureSpec horiz(EXACTLY, rootBounds.w);
MeasureSpec vert(EXACTLY, rootBounds.h);
// Two phases - measure contents, layout.
root->Measure(dc, horiz, vert);
// Root has a specified size. Set it, then let root layout all its children.
root->SetBounds(rootBounds);
root->Layout();
}
void MoveFocus(ViewGroup *root, FocusDirection direction) {
if (!GetFocusedView()) {
// Nothing was focused when we got in here. Focus the first non-group in the hierarchy.
root->SetFocus();
return;
}
NeighborResult neigh(0, 0);
neigh = root->FindNeighbor(GetFocusedView(), direction, neigh);
if (neigh.view) {
neigh.view->SetFocus();
root->SubviewFocused(neigh.view);
PlayUISound(UISound::SELECT);
}
}
void SetSoundEnabled(bool enabled) {
soundEnabled = enabled;
}
void SetSoundCallback(std::function<void(UISound)> func) {
soundCallback = func;
}
void PlayUISound(UISound sound) {
if (soundEnabled && soundCallback) {
soundCallback(sound);
}
}
// TODO: Figure out where this should really live.
// Simple simulation of key repeat on platforms and for gamepads where we don't
// automatically get it.
static int frameCount;
// Ignore deviceId when checking for matches. Turns out that Ouya for example sends
// completely broken input where the original keypresses have deviceId = 10 and the repeats
// have deviceId = 0.
struct HeldKey {
int key;
int deviceId;
double triggerTime;
// Ignores startTime
bool operator <(const HeldKey &other) const {
if (key < other.key) return true;
return false;
}
bool operator ==(const HeldKey &other) const { return key == other.key; }
};
static std::set<HeldKey> heldKeys;
const double repeatDelay = 15 * (1.0 / 60.0f); // 15 frames like before.
const double repeatInterval = 5 * (1.0 / 60.0f); // 5 frames like before.
bool IsScrollKey(const KeyInput &input) {
switch (input.keyCode) {
case NKCODE_PAGE_UP:
case NKCODE_PAGE_DOWN:
case NKCODE_MOVE_HOME:
case NKCODE_MOVE_END:
return true;
default:
return false;
}
}
bool KeyEvent(const KeyInput &key, ViewGroup *root) {
bool retval = false;
// Ignore repeats for focus moves.
if ((key.flags & (KEY_DOWN | KEY_IS_REPEAT)) == KEY_DOWN) {
if (IsDPadKey(key) || IsScrollKey(key)) {
// Let's only repeat DPAD initially.
HeldKey hk;
hk.key = key.keyCode;
hk.deviceId = key.deviceId;
hk.triggerTime = time_now_d() + repeatDelay;
// Check if the key is already held. If it is, ignore it. This is to avoid
// multiple key repeat mechanisms colliding.
if (heldKeys.find(hk) != heldKeys.end()) {
return false;
}
heldKeys.insert(hk);
std::lock_guard<std::mutex> lock(focusLock);
focusMoves.push_back(key.keyCode);
retval = true;
}
}
if (key.flags & KEY_UP) {
// We ignore the device ID here (in the comparator for HeldKey), due to the Ouya quirk mentioned above.
if (!heldKeys.empty()) {
HeldKey hk;
hk.key = key.keyCode;
hk.deviceId = key.deviceId;
hk.triggerTime = 0.0; // irrelevant
if (heldKeys.find(hk) != heldKeys.end()) {
heldKeys.erase(hk);
retval = true;
}
}
}
retval = root->Key(key);
// Ignore volume keys and stuff here. Not elegant but need to propagate bools through the view hierarchy as well...
switch (key.keyCode) {
case NKCODE_VOLUME_DOWN:
case NKCODE_VOLUME_UP:
case NKCODE_VOLUME_MUTE:
retval = false;
break;
}
return retval;
}
static void ProcessHeldKeys(ViewGroup *root) {
double now = time_now_d();
restart:
for (std::set<HeldKey>::iterator iter = heldKeys.begin(); iter != heldKeys.end(); ++iter) {
if (iter->triggerTime < now) {
KeyInput key;
key.keyCode = iter->key;
key.deviceId = iter->deviceId;
key.flags = KEY_DOWN;
KeyEvent(key, root);
std::lock_guard<std::mutex> lock(focusLock);
focusMoves.push_back(key.keyCode);
// Cannot modify the current item when looping over a set, so let's do this instead.
HeldKey hk = *iter;
heldKeys.erase(hk);
hk.triggerTime = now + repeatInterval;
heldKeys.insert(hk);
goto restart;
}
}
}
bool TouchEvent(const TouchInput &touch, ViewGroup *root) {
focusForced = false;
root->Touch(touch);
if ((touch.flags & TOUCH_DOWN) && !focusForced) {
EnableFocusMovement(false);
}
return true;
}
bool AxisEvent(const AxisInput &axis, ViewGroup *root) {
enum class DirState {
NONE = 0,
POS = 1,
NEG = 2,
};
struct PrevState {
PrevState() : x(DirState::NONE), y(DirState::NONE) {
}
DirState x;
DirState y;
};
struct StateKey {
int deviceId;
int axisId;
bool operator <(const StateKey &other) const {
return std::tie(deviceId, axisId) < std::tie(other.deviceId, other.axisId);
}
};
static std::map<StateKey, PrevState> state;
StateKey stateKey{ axis.deviceId, axis.axisId };
const float THRESHOLD = 0.75;
// Cannot use the remapper since this is for the menu, so we provide our own
// axis->button emulation here.
auto GenerateKeyFromAxis = [&](DirState old, DirState cur, keycode_t neg_key, keycode_t pos_key) {
if (old == cur)
return;
if (old == DirState::POS) {
KeyEvent(KeyInput{ DEVICE_ID_KEYBOARD, pos_key, KEY_UP }, root);
} else if (old == DirState::NEG) {
KeyEvent(KeyInput{ DEVICE_ID_KEYBOARD, neg_key, KEY_UP }, root);
}
if (cur == DirState::POS) {
KeyEvent(KeyInput{ DEVICE_ID_KEYBOARD, pos_key, KEY_DOWN }, root);
} else if (cur == DirState::NEG) {
KeyEvent(KeyInput{ DEVICE_ID_KEYBOARD, neg_key, KEY_DOWN }, root);
}
};
switch (axis.deviceId) {
case DEVICE_ID_PAD_0:
case DEVICE_ID_PAD_1:
case DEVICE_ID_PAD_2:
case DEVICE_ID_PAD_3:
case DEVICE_ID_XINPUT_0:
case DEVICE_ID_XINPUT_1:
case DEVICE_ID_XINPUT_2:
case DEVICE_ID_XINPUT_3:
{
PrevState &old = state[stateKey];
DirState dir = DirState::NONE;
if (axis.value < -THRESHOLD)
dir = DirState::NEG;
else if (axis.value > THRESHOLD)
dir = DirState::POS;
if (axis.axisId == JOYSTICK_AXIS_X || axis.axisId == JOYSTICK_AXIS_HAT_X) {
GenerateKeyFromAxis(old.x, dir, NKCODE_DPAD_LEFT, NKCODE_DPAD_RIGHT);
old.x = dir;
}
if (axis.axisId == JOYSTICK_AXIS_Y || axis.axisId == JOYSTICK_AXIS_HAT_Y) {
int direction = GetAnalogYDirection(axis.deviceId);
if (direction == 0) {
// We stupidly interpret the joystick Y axis backwards on Android and Linux instead of reversing
// it early (see keymaps...). Too late to fix without invalidating a lot of config files, so we
// reverse it here too.
#if PPSSPP_PLATFORM(ANDROID) || PPSSPP_PLATFORM(LINUX)
GenerateKeyFromAxis(old.y, dir, NKCODE_DPAD_UP, NKCODE_DPAD_DOWN);
#else
GenerateKeyFromAxis(old.y, dir, NKCODE_DPAD_DOWN, NKCODE_DPAD_UP);
#endif
} else if (direction == -1) {
GenerateKeyFromAxis(old.y, dir, NKCODE_DPAD_UP, NKCODE_DPAD_DOWN);
} else {
GenerateKeyFromAxis(old.y, dir, NKCODE_DPAD_DOWN, NKCODE_DPAD_UP);
}
old.y = dir;
}
break;
}
}
root->Axis(axis);
return true;
}
void UpdateViewHierarchy(ViewGroup *root) {
ProcessHeldKeys(root);
frameCount++;
if (!root) {
ERROR_LOG(SYSTEM, "Tried to update a view hierarchy from a zero pointer root");
return;
}
if (focusMoves.size()) {
std::lock_guard<std::mutex> lock(focusLock);
EnableFocusMovement(true);
if (!GetFocusedView()) {
View *defaultView = root->GetDefaultFocusView();
// Can't focus what you can't see.
if (defaultView && defaultView->GetVisibility() == V_VISIBLE) {
root->GetDefaultFocusView()->SetFocus();
} else {
root->SetFocus();
}
root->SubviewFocused(GetFocusedView());
} else {
for (size_t i = 0; i < focusMoves.size(); i++) {
switch (focusMoves[i]) {
case NKCODE_DPAD_LEFT: MoveFocus(root, FOCUS_LEFT); break;
case NKCODE_DPAD_RIGHT: MoveFocus(root, FOCUS_RIGHT); break;
case NKCODE_DPAD_UP: MoveFocus(root, FOCUS_UP); break;
case NKCODE_DPAD_DOWN: MoveFocus(root, FOCUS_DOWN); break;
case NKCODE_PAGE_UP: MoveFocus(root, FOCUS_PREV_PAGE); break;
case NKCODE_PAGE_DOWN: MoveFocus(root, FOCUS_NEXT_PAGE); break;
case NKCODE_MOVE_HOME: MoveFocus(root, FOCUS_FIRST); break;
case NKCODE_MOVE_END: MoveFocus(root, FOCUS_LAST); break;
}
}
}
focusMoves.clear();
}
root->Update();
DispatchEvents();
}
}