ppsspp/ui/ui_screen.cpp

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#include "input/input_state.h"
#include "input/keycodes.h"
#include "ui/ui_screen.h"
#include "ui/ui_context.h"
#include "ui/screen.h"
UIScreen::UIScreen()
: Screen(), root_(0), recreateViews_(true), hatDown_(0) {
}
void UIScreen::DoRecreateViews() {
if (recreateViews_) {
delete root_;
root_ = 0;
CreateViews();
recreateViews_ = false;
}
}
void UIScreen::update(InputState &input) {
DoRecreateViews();
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if (root_) {
UpdateViewHierarchy(input, root_);
}
}
void UIScreen::render() {
DoRecreateViews();
if (root_) {
UI::LayoutViewHierarchy(*screenManager()->getUIContext(), root_);
screenManager()->getUIContext()->Begin();
DrawBackground(*screenManager()->getUIContext());
root_->Draw(*screenManager()->getUIContext());
screenManager()->getUIContext()->End();
screenManager()->getUIContext()->Flush();
}
}
void UIScreen::touch(const TouchInput &touch) {
if (root_) {
UI::TouchEvent(touch, root_);
}
}
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void UIScreen::key(const KeyInput &key) {
if (root_) {
UI::KeyEvent(key, root_);
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}
}
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void DialogScreen::key(const KeyInput &key) {
if ((key.flags & KEY_DOWN) && key.keyCode == NKCODE_ESCAPE || key.keyCode == NKCODE_BACK || key.keyCode == NKCODE_BUTTON_B) {
screenManager()->finishDialog(this, DR_CANCEL);
} else {
UIScreen::key(key);
}
}
void UIScreen::axis(const AxisInput &axis) {
// Simple translation of hat to keys for Shield and other modern pads.
// TODO: Use some variant of keymap?
int flags = 0;
if (axis.axisId == JOYSTICK_AXIS_HAT_X) {
if (axis.value < -0.7f)
flags |= PAD_BUTTON_LEFT;
if (axis.value > 0.7f)
flags |= PAD_BUTTON_RIGHT;
}
if (axis.axisId == JOYSTICK_AXIS_HAT_Y) {
if (axis.value < -0.7f)
flags |= PAD_BUTTON_UP;
if (axis.value > 0.7f)
flags |= PAD_BUTTON_DOWN;
}
// Yeah yeah, this should be table driven..
int pressed = flags & ~hatDown_;
int released = ~flags & hatDown_;
if (pressed & PAD_BUTTON_LEFT) key(KeyInput(DEVICE_ID_KEYBOARD, NKCODE_DPAD_LEFT, KEY_DOWN));
if (pressed & PAD_BUTTON_RIGHT) key(KeyInput(DEVICE_ID_KEYBOARD, NKCODE_DPAD_RIGHT, KEY_DOWN));
if (pressed & PAD_BUTTON_UP) key(KeyInput(DEVICE_ID_KEYBOARD, NKCODE_DPAD_UP, KEY_DOWN));
if (pressed & PAD_BUTTON_DOWN) key(KeyInput(DEVICE_ID_KEYBOARD, NKCODE_DPAD_DOWN, KEY_DOWN));
if (released & PAD_BUTTON_LEFT) key(KeyInput(DEVICE_ID_KEYBOARD, NKCODE_DPAD_LEFT, KEY_UP));
if (released & PAD_BUTTON_RIGHT) key(KeyInput(DEVICE_ID_KEYBOARD, NKCODE_DPAD_RIGHT, KEY_UP));
if (released & PAD_BUTTON_UP) key(KeyInput(DEVICE_ID_KEYBOARD, NKCODE_DPAD_UP, KEY_UP));
if (released & PAD_BUTTON_DOWN) key(KeyInput(DEVICE_ID_KEYBOARD, NKCODE_DPAD_DOWN, KEY_UP));
hatDown_ = flags;
if (root_) {
UI::AxisEvent(axis, root_);
}
}
UI::EventReturn UIScreen::OnBack(UI::EventParams &e) {
screenManager()->finishDialog(this, DR_OK);
return UI::EVENT_DONE;
}
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PopupScreen::PopupScreen(std::string title, std::string button1, std::string button2)
: title_(title), button1_(button1), button2_(button2) {}
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void PopupScreen::CreateViews() {
using namespace UI;
root_ = new AnchorLayout(new LayoutParams(FILL_PARENT, FILL_PARENT));
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LinearLayout *box = new LinearLayout(ORIENT_VERTICAL,
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new AnchorLayoutParams(550, FillVertical() ? dp_yres - 30 : WRAP_CONTENT, dp_xres / 2, dp_yres / 2, NONE, NONE, true));
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root_->Add(box);
box->SetBG(UI::Drawable(0xFF303030));
box->SetHasDropShadow(true);
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View *title = new PopupHeader(title_);
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box->Add(title);
CreatePopupContents(box);
if (ShowButtons()) {
// And the two buttons at the bottom.
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LinearLayout *buttonRow = new LinearLayout(ORIENT_HORIZONTAL, new LinearLayoutParams(200, WRAP_CONTENT));
buttonRow->SetSpacing(0);
Margins buttonMargins(5, 5);
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// Adjust button order to the platform default.
#if defined(_WIN32)
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buttonRow->Add(new Button(button1_, new LinearLayoutParams(1.0f, buttonMargins)))->OnClick.Handle(this, &PopupScreen::OnOK);
if (!button2_.empty())
buttonRow->Add(new Button(button2_, new LinearLayoutParams(1.0f, buttonMargins)))->OnClick.Handle(this, &PopupScreen::OnCancel);
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#else
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if (!button2_.empty())
buttonRow->Add(new Button(button2_, new LinearLayoutParams(1.0f)))->OnClick.Handle(this, &PopupScreen::OnCancel);
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buttonRow->Add(new Button(button1_, new LinearLayoutParams(1.0f)))->OnClick.Handle(this, &PopupScreen::OnOK);
#endif
box->Add(buttonRow);
}
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}
void PopupScreen::key(const KeyInput &key) {
if ((key.flags & KEY_DOWN) && UI::IsEscapeKeyCode(key.keyCode))
screenManager()->finishDialog(this, DR_CANCEL);
UIScreen::key(key);
}
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void MessagePopupScreen::CreatePopupContents(UI::ViewGroup *parent) {
parent->Add(new UI::TextView(message_));
}
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UI::EventReturn PopupScreen::OnOK(UI::EventParams &e) {
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OnCompleted(DR_OK);
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screenManager()->finishDialog(this, DR_OK);
return UI::EVENT_DONE;
}
UI::EventReturn PopupScreen::OnCancel(UI::EventParams &e) {
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OnCompleted(DR_CANCEL);
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screenManager()->finishDialog(this, DR_CANCEL);
return UI::EVENT_DONE;
}
void ListPopupScreen::CreatePopupContents(UI::ViewGroup *parent) {
using namespace UI;
listView_ = parent->Add(new ListView(&adaptor_, new LinearLayoutParams(1.0)));
listView_->OnChoice.Handle(this, &ListPopupScreen::OnListChoice);
}
UI::EventReturn ListPopupScreen::OnListChoice(UI::EventParams &e) {
adaptor_.SetSelected(e.a);
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if (callback_)
callback_(adaptor_.GetSelected());
screenManager()->finishDialog(this, DR_OK);
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OnCompleted(DR_OK);
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OnChoice.Dispatch(e);
return UI::EVENT_DONE;
}
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void SliderPopupScreen::CreatePopupContents(UI::ViewGroup *parent) {
using namespace UI;
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sliderValue_ = *value_;
slider_ = parent->Add(new Slider(&sliderValue_, minValue_, maxValue_, new LinearLayoutParams(UI::Margins(10, 5))));
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}
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void SliderFloatPopupScreen::CreatePopupContents(UI::ViewGroup *parent) {
using namespace UI;
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sliderValue_ = *value_;
slider_ = parent->Add(new SliderFloat(&sliderValue_, minValue_, maxValue_));
}
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void SliderPopupScreen::OnCompleted(DialogResult result) {
if (result == DR_OK)
*value_ = sliderValue_;
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}
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void SliderFloatPopupScreen::OnCompleted(DialogResult result) {
if (result == DR_OK)
*value_ = sliderValue_;
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}