xemu/ui/xui/scene-manager.cc
Matt Borgerson 9c06980275 ui: Redesign user interface
Introduces a new user interface that looks much nicer, is easier to
navigate with controllers, provides more context to users, and is
scalable. Some additional features are included.

* Adds 'popup menu' with actions that can be used easily from controller
* Adds 'main menu', unifying other configuration dialogs
* Adds port-forwarding user interface
* Adds screenshot feature
* Adds volume control feature
* Adds gamepad auto-bind option
* Adds vsync configuration option
* Adds auto UI scaling
* Adds preferred window size selection
* Adds AV pack selection
* Exposes some existing config items in GUI
2022-05-07 16:09:34 -07:00

53 lines
1.4 KiB
C++

//
// xemu User Interface
//
// Copyright (C) 2020-2022 Matt Borgerson
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
//
#include "scene-manager.hh"
SceneManager g_scene_mgr;
SceneManager::SceneManager()
{
m_active_scene = nullptr;
}
void SceneManager::PushScene(Scene &scene)
{
m_scenes.insert(m_scenes.begin(), &scene);
}
bool SceneManager::IsDisplayingScene()
{
return m_active_scene != nullptr || m_scenes.size() > 0;
}
bool SceneManager::Draw()
{
if (m_active_scene) {
bool finished = !m_active_scene->Draw();
if (finished) {
m_active_scene = nullptr;
}
return true;
} else if (m_scenes.size()) {
m_active_scene = m_scenes.back();
m_scenes.pop_back();
m_active_scene->Show();
}
return false;
}