ppsspp/Common/UI/Screen.cpp
Henrik Rydgård 19e4de5088 Change global UI messages to use an enum instead of strings.
Makes it easier to add new ones and delete outdated ones without missing
any uses.
2023-09-30 11:37:02 +02:00

345 lines
9 KiB
C++

#include "Common/System/Display.h"
#include "Common/Input/InputState.h"
#include "Common/UI/Root.h"
#include "Common/UI/Screen.h"
#include "Common/UI/ScrollView.h"
#include "Common/UI/UI.h"
#include "Common/UI/View.h"
#include "Common/UI/ViewGroup.h"
#include "Common/UI/IconCache.h"
#include "Common/Log.h"
#include "Common/TimeUtil.h"
#include "Core/KeyMap.h"
ScreenManager::~ScreenManager() {
shutdown();
}
void ScreenManager::switchScreen(Screen *screen) {
// TODO: inputLock_ ?
if (!nextStack_.empty() && screen == nextStack_.front().screen) {
ERROR_LOG(SYSTEM, "Already switching to this screen");
return;
}
// Note that if a dialog is found, this will be a silent background switch that
// will only become apparent if the dialog is closed. The previous screen will stick around
// until that switch.
// TODO: is this still true?
if (!nextStack_.empty()) {
ERROR_LOG(SYSTEM, "Already had a nextStack_! Asynchronous open while doing something? Deleting the new screen.");
delete screen;
return;
}
if (screen == nullptr) {
WARN_LOG(SYSTEM, "Switching to a zero screen, this can't be good");
}
if (stack_.empty() || screen != stack_.back().screen) {
screen->setScreenManager(this);
nextStack_.push_back({ screen, 0 });
}
}
void ScreenManager::update() {
std::lock_guard<std::recursive_mutex> guard(inputLock_);
if (!nextStack_.empty()) {
switchToNext();
}
if (overlayScreen_) {
// NOTE: This is not a full UIScreen update, to avoid double global event processing.
overlayScreen_->update();
}
if (stack_.size()) {
stack_.back().screen->update();
}
g_iconCache.FrameUpdate();
}
void ScreenManager::switchToNext() {
std::lock_guard<std::recursive_mutex> guard(inputLock_);
if (nextStack_.empty()) {
ERROR_LOG(SYSTEM, "switchToNext: No nextStack_!");
}
Layer temp = {nullptr, 0};
if (!stack_.empty()) {
temp = stack_.back();
stack_.pop_back();
}
stack_.push_back(nextStack_.front());
if (temp.screen) {
delete temp.screen;
}
UI::SetFocusedView(nullptr);
for (size_t i = 1; i < nextStack_.size(); ++i) {
stack_.push_back(nextStack_[i]);
}
nextStack_.clear();
}
void ScreenManager::touch(const TouchInput &touch) {
std::lock_guard<std::recursive_mutex> guard(inputLock_);
// Send release all events to every screen layer.
if (touch.flags & TOUCH_RELEASE_ALL) {
for (auto &layer : stack_) {
Screen *screen = layer.screen;
layer.screen->UnsyncTouch(screen->transformTouch(touch));
}
} else if (!stack_.empty()) {
// Let the overlay know about touch-downs, to be able to dismiss popups.
bool skip = false;
if (overlayScreen_ && (touch.flags & TOUCH_DOWN)) {
skip = overlayScreen_->UnsyncTouch(overlayScreen_->transformTouch(touch));
}
if (!skip) {
Screen *screen = stack_.back().screen;
stack_.back().screen->UnsyncTouch(screen->transformTouch(touch));
}
}
}
bool ScreenManager::key(const KeyInput &key) {
std::lock_guard<std::recursive_mutex> guard(inputLock_);
bool result = false;
// Send key up to every screen layer, to avoid stuck keys.
if (key.flags & KEY_UP) {
for (auto &layer : stack_) {
result = layer.screen->UnsyncKey(key);
}
} else if (!stack_.empty()) {
result = stack_.back().screen->UnsyncKey(key);
}
return result;
}
void ScreenManager::axis(const AxisInput *axes, size_t count) {
std::lock_guard<std::recursive_mutex> guard(inputLock_);
stack_.back().screen->UnsyncAxis(axes, count);
}
void ScreenManager::deviceLost() {
for (auto &iter : stack_)
iter.screen->deviceLost();
g_iconCache.ClearTextures();
}
void ScreenManager::deviceRestored() {
for (auto &iter : stack_)
iter.screen->deviceRestored();
}
void ScreenManager::resized() {
INFO_LOG(SYSTEM, "ScreenManager::resized(dp: %dx%d)", g_display.dp_xres, g_display.dp_yres);
std::lock_guard<std::recursive_mutex> guard(inputLock_);
// Have to notify the whole stack, otherwise there will be problems when going back
// to non-top screens.
for (auto iter = stack_.begin(); iter != stack_.end(); ++iter) {
iter->screen->resized();
}
}
void ScreenManager::render() {
if (!stack_.empty()) {
switch (stack_.back().flags) {
case LAYER_TRANSPARENT:
if (stack_.size() == 1) {
ERROR_LOG(SYSTEM, "Can't have sidemenu over nothing");
break;
} else {
auto last = stack_.end();
auto iter = last;
iter--;
while (iter->flags == LAYER_TRANSPARENT) {
iter--;
}
auto first = iter;
_assert_(iter->screen);
// TODO: Make really sure that this "mismatched" pre/post only happens
// when screens are "compatible" (both are UIScreens, for example).
first->screen->preRender();
while (iter < last) {
iter->screen->render();
iter++;
}
stack_.back().screen->render();
if (overlayScreen_) {
overlayScreen_->render();
}
if (postRenderCb_) {
// Really can't render anything after this! Will crash the screenshot mechanism if we do.
postRenderCb_(getUIContext(), postRenderUserdata_);
}
first->screen->postRender();
break;
}
default:
_assert_(stack_.back().screen);
stack_.back().screen->preRender();
stack_.back().screen->render();
if (overlayScreen_) {
overlayScreen_->render();
}
if (postRenderCb_) {
// Really can't render anything after this! Will crash the screenshot mechanism if we do.
postRenderCb_(getUIContext(), postRenderUserdata_);
}
stack_.back().screen->postRender();
break;
}
} else {
ERROR_LOG(SYSTEM, "No current screen!");
}
processFinishDialog();
}
void ScreenManager::getFocusPosition(float &x, float &y, float &z) {
UI::ScrollView::GetLastScrollPosition(x, y);
UI::View *v = UI::GetFocusedView();
x += v ? v->GetBounds().x : 0;
y += v ? v->GetBounds().y : 0;
z = stack_.size();
}
void ScreenManager::sendMessage(UIMessage message, const char *value) {
if (message == UIMessage::RECREATE_VIEWS) {
RecreateAllViews();
} else if (message == UIMessage::LOST_FOCUS) {
TouchInput input{};
input.x = -50000.0f;
input.y = -50000.0f;
input.flags = TOUCH_RELEASE_ALL;
input.timestamp = time_now_d();
input.id = 0;
touch(input);
}
if (!stack_.empty())
stack_.back().screen->sendMessage(message, value);
}
Screen *ScreenManager::topScreen() const {
if (!stack_.empty())
return stack_.back().screen;
else
return 0;
}
void ScreenManager::shutdown() {
std::lock_guard<std::recursive_mutex> guard(inputLock_);
for (auto layer : stack_)
delete layer.screen;
stack_.clear();
for (auto layer : nextStack_)
delete layer.screen;
nextStack_.clear();
delete overlayScreen_;
overlayScreen_ = nullptr;
}
void ScreenManager::push(Screen *screen, int layerFlags) {
std::lock_guard<std::recursive_mutex> guard(inputLock_);
screen->setScreenManager(this);
if (screen->isTransparent()) {
layerFlags |= LAYER_TRANSPARENT;
}
// Release touches and unfocus.
UI::SetFocusedView(nullptr);
TouchInput input{};
input.x = -50000.0f;
input.y = -50000.0f;
input.flags = TOUCH_RELEASE_ALL;
input.timestamp = time_now_d();
input.id = 0;
touch(input);
Layer layer = {screen, layerFlags};
if (nextStack_.empty())
stack_.push_back(layer);
else
nextStack_.push_back(layer);
}
void ScreenManager::pop() {
std::lock_guard<std::recursive_mutex> guard(inputLock_);
if (stack_.size()) {
delete stack_.back().screen;
stack_.pop_back();
} else {
ERROR_LOG(SYSTEM, "Can't pop when stack empty");
}
}
void ScreenManager::RecreateAllViews() {
std::lock_guard<std::recursive_mutex> guard(inputLock_);
for (auto it = stack_.begin(); it != stack_.end(); ++it) {
it->screen->RecreateViews();
}
}
void ScreenManager::finishDialog(Screen *dialog, DialogResult result) {
if (stack_.empty()) {
ERROR_LOG(SYSTEM, "Must be in a dialog to finishDialog");
return;
}
if (dialog != stack_.back().screen) {
ERROR_LOG(SYSTEM, "Wrong dialog being finished!");
return;
}
dialog->onFinish(result);
dialogFinished_ = dialog;
dialogResult_ = result;
}
Screen *ScreenManager::dialogParent(const Screen *dialog) const {
for (size_t i = 1; i < stack_.size(); ++i) {
if (stack_[i].screen == dialog) {
// The previous screen was the caller (not necessarily the topmost.)
return stack_[i - 1].screen;
}
}
return nullptr;
}
void ScreenManager::processFinishDialog() {
if (dialogFinished_) {
{
std::lock_guard<std::recursive_mutex> guard(inputLock_);
// Another dialog may have been pushed before the render, so search for it.
Screen *caller = dialogParent(dialogFinished_);
for (size_t i = 0; i < stack_.size(); ++i) {
if (stack_[i].screen == dialogFinished_) {
stack_.erase(stack_.begin() + i);
}
}
if (!caller) {
ERROR_LOG(SYSTEM, "ERROR: no top screen when finishing dialog");
} else if (caller != topScreen()) {
// The caller may get confused if we call dialogFinished() now.
WARN_LOG(SYSTEM, "Skipping non-top dialog when finishing dialog.");
} else {
caller->dialogFinished(dialogFinished_, dialogResult_);
}
}
delete dialogFinished_;
dialogFinished_ = nullptr;
}
}
void ScreenManager::SetOverlayScreen(Screen *screen) {
if (overlayScreen_) {
delete overlayScreen_;
}
overlayScreen_ = screen;
overlayScreen_->setScreenManager(this);
}