Split off ScreenManager from Screen.cpp

This commit is contained in:
Henrik Rydgård committed 2026-08-07 14:30:36 +02:00
1 parent e59aa11987
commit 7219cd2f5a
43 files changed
+691 -627

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+1
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@@ -7,6 +7,7 @@
#include "Common/UI/Context.h"
#include "Common/UI/Root.h"
#include "Common/UI/Notice.h"
#include "Common/UI/ScreenManager.h"
#include "Common/StringUtils.h"
#include "Common/Data/Text/I18n.h"
#include "Common/System/System.h"
-492
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@@ -1,16 +1,7 @@
#include "Common/System/Display.h"
#include "Common/System/Request.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/Data/Collections/TinySet.h"
#include "Common/Log.h"
#include "Common/TimeUtil.h"
void Screen::focusChanged(ScreenFocusChange focusChange) {
const char *eventName = "";
@@ -50,489 +41,6 @@ Screen::~Screen() {
}
}
ScreenManager::~ScreenManager() {
shutdown();
}
void ScreenManager::switchScreen(Screen *screen) {
if (!screen) {
ERROR_LOG(Log::UI, "Can't switch to empty screen");
return;
}
INFO_LOG(Log::UI, "ScreenManager::switchScreen('%s')", screen->tag());
if (!nextStack_.empty() && screen == nextStack_.front().screen) {
ERROR_LOG(Log::UI, "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()) {
for (int i = 0; i < nextStack_.size(); i++) {
INFO_LOG(Log::UI, "NextStack contents[%d].screen->tag(): '%s'", i, nextStack_[i].screen->tag());
}
ERROR_LOG(Log::UI, "Already had a nextStack_! Asynchronous open while doing something? Deleting the new screen.");
delete screen;
return;
}
if (screen == nullptr) {
WARN_LOG(Log::UI, "Switching to a zero screen, this can't be good");
}
if (stack_.empty() || screen != stack_.back().screen) {
if (screen) {
screen->setScreenManager(this);
}
nextStack_.push_back({ screen, 0 });
}
}
void ScreenManager::cancelScreensAbove(Screen *screen) {
bool found = false;
for (int i = 0; i < stack_.size(); i++) {
if (stack_[i].screen == screen) {
found = true;
}
}
if (found) {
cancelScreensAbove_ = screen;
}
}
void ScreenManager::update() {
if (cancelScreensAbove_) {
bool found = false;
for (int i = (int)stack_.size() - 1; i >= 0; i--) {
if (stack_[i].screen == cancelScreensAbove_) {
break;
}
Layer temp = stack_.back();
stack_.pop_back();
delete temp.screen;
}
cancelScreensAbove_ = nullptr;
}
if (!nextStack_.empty()) {
switchToNext();
}
if (overlayScreen_) {
// NOTE: This is not a full UIScreen update, to avoid double global event processing.
overlayScreen_->update();
}
// Process queued events.
std::deque<QueuedEvent> events;
{
std::lock_guard<std::mutex> eventGuard(eventQueueLock_);
events = std::move(eventQueue_);
eventQueue_.clear();
}
for (const QueuedEvent &ev : events) {
switch (ev.type) {
case QueuedEventType::TOUCH:
{
const TouchInput &touch = ev.touch;
// Send release all events to every screen layer.
if (touch.flags & TouchInputFlags::RELEASE_ALL) {
for (auto &layer : stack_) {
Screen *screen = layer.screen;
layer.screen->touch(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 & TouchInputFlags::DOWN)) {
skip = overlayScreen_->touch(overlayScreen_->transformTouch(touch));
}
if (!skip) {
Screen *screen = stack_.back().screen;
stack_.back().screen->touch(screen->transformTouch(touch));
}
}
break;
}
case QueuedEventType::KEY:
{
const KeyInput &key = ev.key;
// Send key up to every screen layer, to avoid stuck keys.
if (key.flags & KeyInputFlags::UP) {
for (auto &layer : stack_) {
layer.screen->key(key);
}
} else if (!stack_.empty()) {
stack_.back().screen->key(key);
}
break;
}
case QueuedEventType::AXIS:
{
const AxisInput &axis = ev.axis;
if (!stack_.empty()) {
stack_.back().screen->axis(axis);
}
break;
}
default:
ERROR_LOG(Log::UI, "Unknown queued event type: %d", (int)ev.type);
break;
}
}
// Only the front screen gets update().
if (!stack_.empty()) {
Screen *backScreen = stack_.back().screen;
backScreen->update();
passInputToMapper_ = backScreen->PassInputToMapper();
}
}
void ScreenManager::switchToNext() {
if (nextStack_.empty()) {
ERROR_LOG(Log::System, "switchToNext: No nextStack_!");
}
Layer temp = {nullptr, 0};
if (!stack_.empty()) {
temp = stack_.back();
temp.screen->focusChanged(ScreenFocusChange::FOCUS_LOST_TOP);
stack_.pop_back();
}
stack_.push_back(nextStack_.front());
nextStack_.front().screen->focusChanged(ScreenFocusChange::FOCUS_BECAME_TOP);
delete temp.screen;
UI::SetFocusedView(nullptr, UI::FocusFlags::CAUSE_SCREEN_CHANGE);
// When will this ever happen? Should handle focus here too?
for (size_t i = 1; i < nextStack_.size(); ++i) {
stack_.push_back(nextStack_[i]);
}
nextStack_.clear();
}
void ScreenManager::touch(const TouchInput &touch) {
QueuedEvent ev{};
ev.type = QueuedEventType::TOUCH;
ev.touch = touch;
std::lock_guard<std::mutex> guard(eventQueueLock_);
eventQueue_.push_back(ev);
}
void ScreenManager::key(const KeyInput &key) {
QueuedEvent ev{};
ev.type = QueuedEventType::KEY;
ev.key = key;
std::lock_guard<std::mutex> guard(eventQueueLock_);
eventQueue_.push_back(ev);
}
void ScreenManager::axis(const AxisInput *axes, size_t count) {
QueuedEvent ev{};
ev.type = QueuedEventType::AXIS;
std::lock_guard<std::mutex> guard(eventQueueLock_);
for (size_t i = 0; i < count; i++) {
ev.axis = axes[i];
eventQueue_.push_back(ev);
}
}
void ScreenManager::deviceLost() {
for (auto &iter : stack_)
iter.screen->deviceLost();
}
void ScreenManager::deviceRestored(Draw::DrawContext *draw) {
draw_ = draw;
for (auto &iter : stack_)
iter.screen->deviceRestored(draw);
}
void ScreenManager::resized() {
INFO_LOG(Log::UI, "ScreenManager::resized(g_display.dp_xres/dp_yres: %dx%d)", g_display.dp_xres, g_display.dp_yres);
// Have to notify the whole stack, otherwise there will be problems when going back
// to non-top screens.
for (auto &layer : stack_) {
layer.screen->resized();
}
}
ScreenRenderFlags ScreenManager::render() {
using namespace Draw;
ScreenRenderFlags flags = ScreenRenderFlags::NONE;
// First, go through the whole stack and have every screen render any non-backbuffer render passes.
// In EmuScreen, this might result in running emulation.
for (size_t i = 0; i < stack_.size(); i++) {
const auto &layer = stack_[i];
ScreenRenderMode mode = ScreenRenderMode::DEFAULT;
if (i == stack_.size() - 1) {
mode |= ScreenRenderMode::TOP;
}
flags |= layer.screen->PreRender(mode);
}
// Now, start the final render pass. This is now the ONLY place where binding the null fb is allowed.
draw_->BindFramebufferAsRenderTarget(nullptr, {RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR}, "BackBuffer");
getUIContext()->BeginFrame();
const Draw::Viewport viewport{0.0f, 0.0f, (float)g_display.pixel_xres, (float)g_display.pixel_yres, 0.0f, 1.0f};
draw_->SetViewport(viewport);
draw_->SetScissorRect(0, 0, g_display.pixel_xres, g_display.pixel_yres);
draw_->SetTargetSize(g_display.pixel_xres, g_display.pixel_yres);
if (!stack_.empty()) {
// Collect the screens to render
TinySet<Screen *, 6> layers;
// Start at the end, collect screens to form the transparency stack.
// Then we'll iterate them in reverse order.
// Note that we skip the overlay screen, we handle it separately.
// Additionally, we pick up a "background" screen. Normally it will be either
// the EmuScreen or the actual global background screen.
auto iter = stack_.end();
Screen *coveringScreen = nullptr;
Screen *foundBackgroundScreen = nullptr;
bool first = true;
do {
--iter;
ScreenRenderRole role = iter->screen->renderRole(first);
if (!foundBackgroundScreen && (role & ScreenRenderRole::CAN_BE_BACKGROUND)) {
// There still might be a screen that wants to be background - generally the EmuScreen if present.
layers.push_back(iter->screen);
foundBackgroundScreen = iter->screen;
} else if (!coveringScreen) {
layers.push_back(iter->screen);
}
if (iter->flags != LAYER_TRANSPARENT) {
coveringScreen = iter->screen;
}
first = false;
if (role & ScreenRenderRole::MUST_BE_FIRST) {
break;
}
} while (iter != stack_.begin());
if (backgroundScreen_ && !foundBackgroundScreen) {
layers.push_back(backgroundScreen_);
foundBackgroundScreen = backgroundScreen_;
}
// OK, now we iterate backwards over our little pile of collected screens.
for (int i = (int)layers.size() - 1; i >= 0; i--) {
ScreenRenderMode mode = ScreenRenderMode::DEFAULT;
if (i == (int)layers.size() - 1) {
// Bottom.
mode = ScreenRenderMode::FIRST;
if (i == 0) {
mode |= ScreenRenderMode::TOP;
}
} else if (i == 0) {
mode = ScreenRenderMode::TOP;
} else {
mode = ScreenRenderMode::BEHIND;
}
flags |= layers[i]->render(mode);
}
if (overlayScreen_) {
// It doesn't care about mode.
flags |= overlayScreen_->render(ScreenRenderMode::TOP);
}
getUIContext()->Flush();
if (postRenderCb_) {
// Really can't render anything after this! Will crash the screenshot mechanism if we do.
postRenderCb_(getUIContext(), postRenderUserdata_);
}
} else {
ERROR_LOG(Log::UI, "No current screen!");
}
processFinishDialog();
return flags;
}
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 = TouchInputFlags::RELEASE_ALL;
input.timestamp = time_now_d();
input.id = 0;
touch(input);
}
if (backgroundScreen_) {
backgroundScreen_->sendMessage(message, value);
}
// NOTE: Changed this to send the message to all screens, instead of just the top one,
// to allow EmuScreen to receive messages from popup menus. Hope this didn't break anything..
// NOTE: We do not use the iterator solution here, because the screen array may change by sendMessage!
// Although if it does, that's very bad.
// We also pick out the stack size before, so we don't get infinite growth if a screen is pushed from the handler.
// We probably should delay pushes, though...
const size_t stack_size = stack_.size();
for (int i = 0; i < stack_size; i++) {
if (stack_[i].screen) {
stack_[i].screen->sendMessage(message, value);
}
}
}
void ScreenManager::shutdown() {
for (const auto &layer : stack_)
delete layer.screen;
stack_.clear();
for (const auto &layer : nextStack_)
delete layer.screen;
nextStack_.clear();
delete overlayScreen_;
overlayScreen_ = nullptr;
delete backgroundScreen_;
backgroundScreen_ = nullptr;
}
void ScreenManager::push(Screen *screen, int layerFlags) {
screen->setScreenManager(this);
if (screen->isTransparent()) {
layerFlags |= LAYER_TRANSPARENT;
}
// Release touches and unfocus.
UI::SetFocusedView(nullptr, UI::FocusFlags::CAUSE_SCREEN_CHANGE);
TouchInput input{};
input.x = -50000.0f;
input.y = -50000.0f;
input.flags = TouchInputFlags::RELEASE_ALL;
input.timestamp = time_now_d();
input.id = 0;
touch(input);
Layer layer = {screen, layerFlags};
if (!stack_.empty()) {
stack_.back().screen->focusChanged(ScreenFocusChange::FOCUS_LOST_TOP);
}
if (nextStack_.empty()) {
layer.screen->focusChanged(ScreenFocusChange::FOCUS_BECAME_TOP);
stack_.push_back(layer);
} else {
nextStack_.push_back(layer);
}
}
void ScreenManager::pop() {
if (!stack_.empty()) {
stack_.back().screen->focusChanged(ScreenFocusChange::FOCUS_LOST_TOP);
delete stack_.back().screen;
stack_.pop_back();
if (!stack_.empty()) {
stack_.back().screen->focusChanged(ScreenFocusChange::FOCUS_LOST_TOP);
}
} else {
ERROR_LOG(Log::UI, "Can't pop when stack empty");
}
}
void ScreenManager::RecreateAllViews() {
for (auto &layer : stack_) {
layer.screen->RecreateViews();
}
}
void ScreenManager::finishDialog(Screen *dialog, DialogResult result) {
if (stack_.empty()) {
ERROR_LOG(Log::UI, "Must be in a dialog to finishDialog");
return;
}
if (dialog != stack_.back().screen) {
ERROR_LOG(Log::UI, "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_) {
{
// Another dialog may have been pushed before the render, so search for it.
Screen *caller = dialogParent(dialogFinished_);
bool erased = false;
for (size_t i = 0; i < stack_.size(); ++i) {
if (stack_[i].screen == dialogFinished_) {
stack_[i].screen->focusChanged(ScreenFocusChange::FOCUS_LOST_TOP);
stack_.erase(stack_.begin() + i);
erased = true;
}
}
if (erased && !stack_.empty()) {
stack_.back().screen->focusChanged(ScreenFocusChange::FOCUS_BECAME_TOP);
}
if (!caller) {
ERROR_LOG(Log::UI, "ERROR: no top screen when finishing dialog");
} else if (caller != topScreen()) {
// The caller may get confused if we call dialogFinished() now.
WARN_LOG(Log::UI, "Skipping non-top dialog when finishing dialog.");
} else {
caller->dialogFinished(dialogFinished_, dialogResult_);
}
}
delete dialogFinished_;
dialogFinished_ = nullptr;
}
}
void ScreenManager::SetBackgroundOverlayScreens(Screen *backgroundScreen, Screen *overlayScreen) {
delete backgroundScreen_;
backgroundScreen_ = backgroundScreen;
backgroundScreen_->setScreenManager(this);
delete overlayScreen_;
overlayScreen_ = overlayScreen;
overlayScreen_->setScreenManager(this);
}
const char *DialogResultToString(DialogResult result) {
switch (result) {
case DR_NONE: return "DR_NONE";
+20 -132
View File
@@ -14,11 +14,7 @@
#pragma once
#include <cstdint>
#include <mutex>
#include <string>
#include <deque>
#include <unordered_map>
#include <vector>
#include "Common/Common.h"
#include "Common/Input/InputState.h"
@@ -28,6 +24,10 @@ namespace UI {
class View;
}
namespace Draw {
class DrawContext;
}
enum DialogResult {
DR_NONE,
DR_OK,
@@ -41,10 +41,6 @@ const char *DialogResultToString(DialogResult result);
class ScreenManager;
class UIContext;
namespace Draw {
class DrawContext;
}
enum class ScreenFocusChange {
FOCUS_LOST_TOP, // Another screen was pushed on top
FOCUS_BECAME_TOP, // Became the top screen again
@@ -58,12 +54,6 @@ enum class ScreenRenderMode {
};
ENUM_CLASS_BITOPS(ScreenRenderMode);
enum class ScreenRenderFlags {
NONE = 0,
HANDLED_THROTTLING = 1,
};
ENUM_CLASS_BITOPS(ScreenRenderFlags);
enum class ScreenRenderRole {
NONE = 0,
CAN_BE_BACKGROUND = 1,
@@ -77,15 +67,6 @@ enum class ViewLayoutMode {
IgnoreBottomInset,
};
enum class InputMode {
None = 0,
Keyboard = 1,
Mouse = 2,
Other = 4,
ImDebuggerToggle = 8, // ugly hack. debugger and pause goes through.
};
ENUM_CLASS_BITOPS(InputMode);
enum class QueuedEventType : u8 {
KEY,
AXIS,
@@ -101,6 +82,21 @@ struct QueuedEvent {
};
};
enum class ScreenRenderFlags {
NONE = 0,
HANDLED_THROTTLING = 1,
};
ENUM_CLASS_BITOPS(ScreenRenderFlags);
enum class InputMode {
None = 0,
Keyboard = 1,
Mouse = 2,
Other = 4,
ImDebuggerToggle = 8, // ugly hack. debugger and pause goes through.
};
ENUM_CLASS_BITOPS(InputMode);
class Screen {
public:
Screen() = default;
@@ -126,8 +122,7 @@ public:
virtual void RecreateViews() {}
// NOTE: This is polled every frame, not called on every input event. This is
// a step towards eventually removing the ScreenManager input mutex.
// NOTE: This is polled every frame, not called on every input event.
virtual InputMode PassInputToMapper() const { return InputMode::None; }
ScreenManager *screenManager() { return screenManager_; }
@@ -154,110 +149,3 @@ private:
DISALLOW_COPY_AND_ASSIGN(Screen);
};
class Transition {
public:
Transition() = default;
};
enum {
LAYER_TRANSPARENT = 2,
};
typedef void (*PostRenderCallback)(UIContext *ui, void *userdata);
class ScreenManager {
public:
virtual ~ScreenManager();
void switchScreen(Screen *screen);
void update();
void setUIContext(UIContext *context) { uiContext_ = context; }
UIContext *getUIContext() { return uiContext_; }
Draw::DrawContext *getDrawContext() { return draw_; }
void setPostRenderCallback(PostRenderCallback cb, void *userdata) {
postRenderCb_ = cb;
postRenderUserdata_ = userdata;
}
ScreenRenderFlags render();
void resized();
void shutdown();
void deviceLost();
void deviceRestored(Draw::DrawContext *draw);
// Push a dialog box in front. Currently 1-level only.
void push(Screen *screen, int layerFlags = 0);
// Recreate all views
void RecreateAllViews();
// Pops the dialog away.
void finishDialog(Screen *dialog, DialogResult result = DR_OK);
Screen *dialogParent(const Screen *dialog) const;
// Instant touch, separate from the update() mechanism.
void touch(const TouchInput &touch);
void key(const KeyInput &key);
void axis(const AxisInput *axes, size_t count);
void sendMessage(UIMessage message, const char *value);
const Screen *topScreen() const {
return stack_.empty() ? nullptr : stack_.back().screen;
}
Screen *topScreen() {
return stack_.empty() ? nullptr : stack_.back().screen;
}
void cancelScreensAbove(Screen *screen);
void getFocusPosition(float &x, float &y, float &z);
// Will delete any existing overlay screen.
void SetBackgroundOverlayScreens(Screen *backgroundScreen, Screen *overlayScreen);
InputMode PassInputToMapper() const {
return passInputToMapper_;
}
private:
void pop();
void switchToNext();
void processFinishDialog();
UIContext *uiContext_ = nullptr;
Draw::DrawContext *draw_ = nullptr;
PostRenderCallback postRenderCb_ = nullptr;
void *postRenderUserdata_ = nullptr;
const Screen *dialogFinished_ = nullptr;
DialogResult dialogResult_{};
Screen *backgroundScreen_ = nullptr;
Screen *overlayScreen_ = nullptr;
Screen *cancelScreensAbove_ = nullptr;
struct Layer {
Screen *screen;
int flags; // From LAYER_ enum above
UI::View *focusedView; // TODO: save focus here. Going for quick solution now to reset focus.
};
// Dialog stack. These are shown "on top" of base screens and the Android back button works as expected.
// Used for options, in-game menus and other things you expect to be able to back out from onto something.
std::vector<Layer> stack_;
std::vector<Layer> nextStack_;
std::unordered_map<int64_t, int> lastAxis_;
std::mutex eventQueueLock_;
std::deque<QueuedEvent> eventQueue_;
InputMode passInputToMapper_ = InputMode::None;
};
+491
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@@ -0,0 +1,491 @@
#include "Common/System/Display.h"
#include "Common/Data/Collections/TinySet.h"
#include "Common/UI/ScreenManager.h"
#include "Common/UI/Root.h"
#include "Common/UI/View.h"
#include "Common/UI/ScrollView.h"
#include "Common/GPU/thin3d.h"
#include "Common/TimeUtil.h"
ScreenManager::~ScreenManager() {
shutdown();
}
void ScreenManager::switchScreen(Screen *screen) {
if (!screen) {
ERROR_LOG(Log::UI, "Can't switch to empty screen");
return;
}
INFO_LOG(Log::UI, "ScreenManager::switchScreen('%s')", screen->tag());
if (!nextStack_.empty() && screen == nextStack_.front().screen) {
ERROR_LOG(Log::UI, "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()) {
for (int i = 0; i < nextStack_.size(); i++) {
INFO_LOG(Log::UI, "NextStack contents[%d].screen->tag(): '%s'", i, nextStack_[i].screen->tag());
}
ERROR_LOG(Log::UI, "Already had a nextStack_! Asynchronous open while doing something? Deleting the new screen.");
delete screen;
return;
}
if (screen == nullptr) {
WARN_LOG(Log::UI, "Switching to a zero screen, this can't be good");
}
if (stack_.empty() || screen != stack_.back().screen) {
if (screen) {
screen->setScreenManager(this);
}
nextStack_.push_back({screen, 0});
}
}
void ScreenManager::cancelScreensAbove(Screen *screen) {
bool found = false;
for (int i = 0; i < stack_.size(); i++) {
if (stack_[i].screen == screen) {
found = true;
}
}
if (found) {
cancelScreensAbove_ = screen;
}
}
void ScreenManager::update() {
if (cancelScreensAbove_) {
bool found = false;
for (int i = (int)stack_.size() - 1; i >= 0; i--) {
if (stack_[i].screen == cancelScreensAbove_) {
break;
}
Layer temp = stack_.back();
stack_.pop_back();
delete temp.screen;
}
cancelScreensAbove_ = nullptr;
}
if (!nextStack_.empty()) {
switchToNext();
}
if (overlayScreen_) {
// NOTE: This is not a full UIScreen update, to avoid double global event processing.
overlayScreen_->update();
}
// Process queued events.
std::deque<QueuedEvent> events;
{
std::lock_guard<std::mutex> eventGuard(eventQueueLock_);
events = std::move(eventQueue_);
eventQueue_.clear();
}
for (const QueuedEvent &ev : events) {
switch (ev.type) {
case QueuedEventType::TOUCH:
{
const TouchInput &touch = ev.touch;
// Send release all events to every screen layer.
if (touch.flags & TouchInputFlags::RELEASE_ALL) {
for (auto &layer : stack_) {
Screen *screen = layer.screen;
layer.screen->touch(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 & TouchInputFlags::DOWN)) {
skip = overlayScreen_->touch(overlayScreen_->transformTouch(touch));
}
if (!skip) {
Screen *screen = stack_.back().screen;
stack_.back().screen->touch(screen->transformTouch(touch));
}
}
break;
}
case QueuedEventType::KEY:
{
const KeyInput &key = ev.key;
// Send key up to every screen layer, to avoid stuck keys.
if (key.flags & KeyInputFlags::UP) {
for (auto &layer : stack_) {
layer.screen->key(key);
}
} else if (!stack_.empty()) {
stack_.back().screen->key(key);
}
break;
}
case QueuedEventType::AXIS:
{
const AxisInput &axis = ev.axis;
if (!stack_.empty()) {
stack_.back().screen->axis(axis);
}
break;
}
default:
ERROR_LOG(Log::UI, "Unknown queued event type: %d", (int)ev.type);
break;
}
}
// Only the front screen gets update().
if (!stack_.empty()) {
Screen *backScreen = stack_.back().screen;
backScreen->update();
passInputToMapper_ = backScreen->PassInputToMapper();
}
}
void ScreenManager::switchToNext() {
if (nextStack_.empty()) {
ERROR_LOG(Log::System, "switchToNext: No nextStack_!");
}
Layer temp = {nullptr, 0};
if (!stack_.empty()) {
temp = stack_.back();
temp.screen->focusChanged(ScreenFocusChange::FOCUS_LOST_TOP);
stack_.pop_back();
}
stack_.push_back(nextStack_.front());
nextStack_.front().screen->focusChanged(ScreenFocusChange::FOCUS_BECAME_TOP);
delete temp.screen;
UI::SetFocusedView(nullptr, UI::FocusFlags::CAUSE_SCREEN_CHANGE);
// When will this ever happen? Should handle focus here too?
for (size_t i = 1; i < nextStack_.size(); ++i) {
stack_.push_back(nextStack_[i]);
}
nextStack_.clear();
}
void ScreenManager::touch(const TouchInput &touch) {
QueuedEvent ev{};
ev.type = QueuedEventType::TOUCH;
ev.touch = touch;
std::lock_guard<std::mutex> guard(eventQueueLock_);
eventQueue_.push_back(ev);
}
void ScreenManager::key(const KeyInput &key) {
QueuedEvent ev{};
ev.type = QueuedEventType::KEY;
ev.key = key;
std::lock_guard<std::mutex> guard(eventQueueLock_);
eventQueue_.push_back(ev);
}
void ScreenManager::axis(const AxisInput *axes, size_t count) {
QueuedEvent ev{};
ev.type = QueuedEventType::AXIS;
std::lock_guard<std::mutex> guard(eventQueueLock_);
for (size_t i = 0; i < count; i++) {
ev.axis = axes[i];
eventQueue_.push_back(ev);
}
}
void ScreenManager::deviceLost() {
for (auto &iter : stack_)
iter.screen->deviceLost();
}
void ScreenManager::deviceRestored(Draw::DrawContext *draw) {
draw_ = draw;
for (auto &iter : stack_)
iter.screen->deviceRestored(draw);
}
void ScreenManager::resized() {
INFO_LOG(Log::UI, "ScreenManager::resized(g_display.dp_xres/dp_yres: %dx%d)", g_display.dp_xres, g_display.dp_yres);
// Have to notify the whole stack, otherwise there will be problems when going back
// to non-top screens.
for (auto &layer : stack_) {
layer.screen->resized();
}
}
ScreenRenderFlags ScreenManager::render() {
using namespace Draw;
ScreenRenderFlags flags = ScreenRenderFlags::NONE;
// First, go through the whole stack and have every screen render any non-backbuffer render passes.
// In EmuScreen, this might result in running emulation.
for (size_t i = 0; i < stack_.size(); i++) {
const auto &layer = stack_[i];
ScreenRenderMode mode = ScreenRenderMode::DEFAULT;
if (i == stack_.size() - 1) {
mode |= ScreenRenderMode::TOP;
}
flags |= layer.screen->PreRender(mode);
}
// Now, start the final render pass. This is now the ONLY place where binding the null fb is allowed.
draw_->BindFramebufferAsRenderTarget(nullptr, {RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR}, "BackBuffer");
getUIContext()->BeginFrame();
const Draw::Viewport viewport{0.0f, 0.0f, (float)g_display.pixel_xres, (float)g_display.pixel_yres, 0.0f, 1.0f};
draw_->SetViewport(viewport);
draw_->SetScissorRect(0, 0, g_display.pixel_xres, g_display.pixel_yres);
draw_->SetTargetSize(g_display.pixel_xres, g_display.pixel_yres);
if (!stack_.empty()) {
// Collect the screens to render
TinySet<Screen *, 6> layers;
// Start at the end, collect screens to form the transparency stack.
// Then we'll iterate them in reverse order.
// Note that we skip the overlay screen, we handle it separately.
// Additionally, we pick up a "background" screen. Normally it will be either
// the EmuScreen or the actual global background screen.
auto iter = stack_.end();
Screen *coveringScreen = nullptr;
Screen *foundBackgroundScreen = nullptr;
bool first = true;
do {
--iter;
ScreenRenderRole role = iter->screen->renderRole(first);
if (!foundBackgroundScreen && (role & ScreenRenderRole::CAN_BE_BACKGROUND)) {
// There still might be a screen that wants to be background - generally the EmuScreen if present.
layers.push_back(iter->screen);
foundBackgroundScreen = iter->screen;
} else if (!coveringScreen) {
layers.push_back(iter->screen);
}
if (iter->flags != LAYER_TRANSPARENT) {
coveringScreen = iter->screen;
}
first = false;
if (role & ScreenRenderRole::MUST_BE_FIRST) {
break;
}
} while (iter != stack_.begin());
if (backgroundScreen_ && !foundBackgroundScreen) {
layers.push_back(backgroundScreen_);
foundBackgroundScreen = backgroundScreen_;
}
// OK, now we iterate backwards over our little pile of collected screens.
for (int i = (int)layers.size() - 1; i >= 0; i--) {
ScreenRenderMode mode = ScreenRenderMode::DEFAULT;
if (i == (int)layers.size() - 1) {
// Bottom.
mode = ScreenRenderMode::FIRST;
if (i == 0) {
mode |= ScreenRenderMode::TOP;
}
} else if (i == 0) {
mode = ScreenRenderMode::TOP;
} else {
mode = ScreenRenderMode::BEHIND;
}
flags |= layers[i]->render(mode);
}
if (overlayScreen_) {
// It doesn't care about mode.
flags |= overlayScreen_->render(ScreenRenderMode::TOP);
}
getUIContext()->Flush();
if (postRenderCb_) {
// Really can't render anything after this! Will crash the screenshot mechanism if we do.
postRenderCb_(getUIContext(), postRenderUserdata_);
}
} else {
ERROR_LOG(Log::UI, "No current screen!");
}
processFinishDialog();
return flags;
}
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 = TouchInputFlags::RELEASE_ALL;
input.timestamp = time_now_d();
input.id = 0;
touch(input);
}
if (backgroundScreen_) {
backgroundScreen_->sendMessage(message, value);
}
// NOTE: Changed this to send the message to all screens, instead of just the top one,
// to allow EmuScreen to receive messages from popup menus. Hope this didn't break anything..
// NOTE: We do not use the iterator solution here, because the screen array may change by sendMessage!
// Although if it does, that's very bad.
// We also pick out the stack size before, so we don't get infinite growth if a screen is pushed from the handler.
// We probably should delay pushes, though...
const size_t stack_size = stack_.size();
for (int i = 0; i < stack_size; i++) {
if (stack_[i].screen) {
stack_[i].screen->sendMessage(message, value);
}
}
}
void ScreenManager::shutdown() {
for (const auto &layer : stack_)
delete layer.screen;
stack_.clear();
for (const auto &layer : nextStack_)
delete layer.screen;
nextStack_.clear();
delete overlayScreen_;
overlayScreen_ = nullptr;
delete backgroundScreen_;
backgroundScreen_ = nullptr;
}
void ScreenManager::push(Screen *screen, int layerFlags) {
screen->setScreenManager(this);
if (screen->isTransparent()) {
layerFlags |= LAYER_TRANSPARENT;
}
// Release touches and unfocus.
UI::SetFocusedView(nullptr, UI::FocusFlags::CAUSE_SCREEN_CHANGE);
TouchInput input{};
input.x = -50000.0f;
input.y = -50000.0f;
input.flags = TouchInputFlags::RELEASE_ALL;
input.timestamp = time_now_d();
input.id = 0;
touch(input);
Layer layer = {screen, layerFlags};
if (!stack_.empty()) {
stack_.back().screen->focusChanged(ScreenFocusChange::FOCUS_LOST_TOP);
}
if (nextStack_.empty()) {
layer.screen->focusChanged(ScreenFocusChange::FOCUS_BECAME_TOP);
stack_.push_back(layer);
} else {
nextStack_.push_back(layer);
}
}
void ScreenManager::pop() {
if (!stack_.empty()) {
stack_.back().screen->focusChanged(ScreenFocusChange::FOCUS_LOST_TOP);
delete stack_.back().screen;
stack_.pop_back();
if (!stack_.empty()) {
stack_.back().screen->focusChanged(ScreenFocusChange::FOCUS_LOST_TOP);
}
} else {
ERROR_LOG(Log::UI, "Can't pop when stack empty");
}
}
void ScreenManager::RecreateAllViews() {
for (auto &layer : stack_) {
layer.screen->RecreateViews();
}
}
void ScreenManager::finishDialog(Screen *dialog, DialogResult result) {
if (stack_.empty()) {
ERROR_LOG(Log::UI, "Must be in a dialog to finishDialog");
return;
}
if (dialog != stack_.back().screen) {
ERROR_LOG(Log::UI, "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_) {
{
// Another dialog may have been pushed before the render, so search for it.
Screen *caller = dialogParent(dialogFinished_);
bool erased = false;
for (size_t i = 0; i < stack_.size(); ++i) {
if (stack_[i].screen == dialogFinished_) {
stack_[i].screen->focusChanged(ScreenFocusChange::FOCUS_LOST_TOP);
stack_.erase(stack_.begin() + i);
erased = true;
}
}
if (erased && !stack_.empty()) {
stack_.back().screen->focusChanged(ScreenFocusChange::FOCUS_BECAME_TOP);
}
if (!caller) {
ERROR_LOG(Log::UI, "ERROR: no top screen when finishing dialog");
} else if (caller != topScreen()) {
// The caller may get confused if we call dialogFinished() now.
WARN_LOG(Log::UI, "Skipping non-top dialog when finishing dialog.");
} else {
caller->dialogFinished(dialogFinished_, dialogResult_);
}
}
delete dialogFinished_;
dialogFinished_ = nullptr;
}
}
void ScreenManager::SetBackgroundOverlayScreens(Screen *backgroundScreen, Screen *overlayScreen) {
delete backgroundScreen_;
backgroundScreen_ = backgroundScreen;
backgroundScreen_->setScreenManager(this);
delete overlayScreen_;
overlayScreen_ = overlayScreen;
overlayScreen_->setScreenManager(this);
}
+126
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@@ -0,0 +1,126 @@
#pragma once
#include <cstdint>
#include <mutex>
#include <string>
#include <deque>
#include <unordered_map>
#include <vector>
#include "Common/Common.h"
#include "Common/Input/InputState.h"
#include "Common/System/System.h"
#include "Common/UI/Screen.h"
class Screen;
class UIContext;
/*
class Transition {
public:
Transition() = default;
};
*/
enum {
LAYER_TRANSPARENT = 2,
};
typedef void (*PostRenderCallback)(UIContext *ui, void *userdata);
class ScreenManager {
public:
virtual ~ScreenManager();
void switchScreen(Screen *screen);
void update();
void setUIContext(UIContext *context) { uiContext_ = context; }
UIContext *getUIContext() { return uiContext_; }
Draw::DrawContext *getDrawContext() { return draw_; }
void setPostRenderCallback(PostRenderCallback cb, void *userdata) {
postRenderCb_ = cb;
postRenderUserdata_ = userdata;
}
ScreenRenderFlags render();
void resized();
void shutdown();
void deviceLost();
void deviceRestored(Draw::DrawContext *draw);
// Push a dialog box in front. Currently 1-level only.
void push(Screen *screen, int layerFlags = 0);
// Recreate all views
void RecreateAllViews();
// Pops the dialog away.
void finishDialog(Screen *dialog, DialogResult result = DR_OK);
Screen *dialogParent(const Screen *dialog) const;
// Instant touch, separate from the update() mechanism.
void touch(const TouchInput &touch);
void key(const KeyInput &key);
void axis(const AxisInput *axes, size_t count);
void sendMessage(UIMessage message, const char *value);
const Screen *topScreen() const {
return stack_.empty() ? nullptr : stack_.back().screen;
}
Screen *topScreen() {
return stack_.empty() ? nullptr : stack_.back().screen;
}
void cancelScreensAbove(Screen *screen);
void getFocusPosition(float &x, float &y, float &z);
// Will delete any existing overlay screen.
void SetBackgroundOverlayScreens(Screen *backgroundScreen, Screen *overlayScreen);
InputMode PassInputToMapper() const {
return passInputToMapper_;
}
private:
void pop();
void switchToNext();
void processFinishDialog();
UIContext *uiContext_ = nullptr;
Draw::DrawContext *draw_ = nullptr;
PostRenderCallback postRenderCb_ = nullptr;
void *postRenderUserdata_ = nullptr;
const Screen *dialogFinished_ = nullptr;
DialogResult dialogResult_{};
Screen *backgroundScreen_ = nullptr;
Screen *overlayScreen_ = nullptr;
Screen *cancelScreensAbove_ = nullptr;
struct Layer {
Screen *screen;
int flags; // From LAYER_ enum above
UI::View *focusedView; // TODO: save focus here. Going for quick solution now to reset focus.
};
// Dialog stack. These are shown "on top" of base screens and the Android back button works as expected.
// Used for options, in-game menus and other things you expect to be able to back out from onto something.
std::vector<Layer> stack_;
std::vector<Layer> nextStack_;
std::unordered_map<int64_t, int> lastAxis_;
std::mutex eventQueueLock_;
std::deque<QueuedEvent> eventQueue_;
InputMode passInputToMapper_ = InputMode::None;
};
+1 -1
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@@ -8,7 +8,7 @@
#include "Common/Input/KeyCodes.h"
#include "Common/UI/UIScreen.h"
#include "Common/UI/Context.h"
#include "Common/UI/Screen.h"
#include "Common/UI/ScreenManager.h"
#include "Common/UI/Root.h"
#include "Common/Render/DrawBuffer.h"