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https://github.com/libretro/ppsspp.git
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8d0285dedd
Basically plumbs through DeviceLost/DeviceRestored to view elements and into ManagedTexture.
170 lines
4.4 KiB
C++
170 lines
4.4 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 <vector>
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#include <mutex>
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#include "base/basictypes.h"
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#include "base/logging.h"
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#include "base/NativeApp.h"
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#include "input/input_state.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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class Screen {
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public:
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Screen() : screenManager_(nullptr) { }
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virtual ~Screen() {
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screenManager_ = nullptr;
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}
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virtual void onFinish(DialogResult reason) {}
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virtual void update() {}
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virtual void preRender() {}
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virtual void render() {}
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virtual void postRender() {}
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virtual void resized() {}
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virtual void dialogFinished(const Screen *dialog, DialogResult result) {}
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virtual bool touch(const TouchInput &touch) { return false; }
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virtual bool key(const KeyInput &key) { return false; }
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virtual bool axis(const AxisInput &touch) { return false; }
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virtual void sendMessage(const char *msg, const char *value) {}
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virtual void deviceLost() {}
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virtual void deviceRestored() {}
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virtual void RecreateViews() {}
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ScreenManager *screenManager() { return screenManager_; }
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void setScreenManager(ScreenManager *sm) { screenManager_ = sm; }
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// This one is icky to use because you can't know what's in it until you know
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// what screen it is.
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virtual void *dialogData() { return 0; }
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virtual std::string tag() const { return std::string(""); }
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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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private:
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ScreenManager *screenManager_;
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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() {}
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};
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enum {
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LAYER_SIDEMENU = 1,
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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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ScreenManager();
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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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void setDrawContext(Draw::DrawContext *context) { thin3DContext_ = context; }
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Draw::DrawContext *getDrawContext() { return thin3DContext_; }
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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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void 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();
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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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bool touch(const TouchInput &touch);
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bool key(const KeyInput &key);
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bool axis(const AxisInput &touch);
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// Generic facility for gross hacks :P
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void sendMessage(const char *msg, const char *value);
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Screen *topScreen() const;
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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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Screen *nextScreen_;
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UIContext *uiContext_;
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Draw::DrawContext *thin3DContext_;
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PostRenderCallback postRenderCb_ = nullptr;
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void *postRenderUserdata_ = nullptr;
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const Screen *dialogFinished_;
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DialogResult dialogResult_;
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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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};
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