Zelda64Recomp/src/ui/ui_state.cpp

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#ifdef _WIN32
#define WIN32_LEAN_AND_MEAN
#include <SDL_video.h>
#else
#include <SDL2/SDL_video.h>
#endif
#include "rt64_render_hooks.h"
#include "concurrentqueue.h"
#include "RmlUi/Core.h"
#include "RmlUi/Debugger.h"
#include "RmlUi/Core/RenderInterfaceCompatibility.h"
#include "RmlUi/../../Source/Core/Elements/ElementLabel.h"
#include "RmlUi_Platform_SDL.h"
#include "recomp_ui.h"
#include "recomp_input.h"
#include "librecomp/game.hpp"
#include "zelda_config.h"
#include "ui_rml_hacks.hpp"
#include "ui_elements.h"
#include "ui_mod_menu.h"
#include "ui_renderer.h"
bool can_focus(Rml::Element* element) {
return element->GetOwnerDocument() != nullptr && element->GetProperty(Rml::PropertyId::TabIndex)->Get<Rml::Style::TabIndex>() != Rml::Style::TabIndex::None;
}
//! Copied from lib\RmlUi\Source\Core\Elements\ElementLabel.cpp
// Get the first descending element whose tag name matches one of tags.
static Rml::Element* TagMatchRecursive(const Rml::StringList& tags, Rml::Element* element)
{
const int num_children = element->GetNumChildren();
for (int i = 0; i < num_children; i++)
{
Rml::Element* child = element->GetChild(i);
for (const Rml::String& tag : tags)
{
if (child->GetTagName() == tag)
return child;
}
Rml::Element* matching_element = TagMatchRecursive(tags, child);
if (matching_element)
return matching_element;
}
return nullptr;
}
Rml::Element* get_target(Rml::ElementDocument* document, Rml::Element* element) {
// Labels can have targets, so check if this element is a label.
if (element->GetTagName() == "label") {
Rml::ElementLabel* labelElement = (Rml::ElementLabel*)element;
const Rml::String target_id = labelElement->GetAttribute<Rml::String>("for", "");
if (target_id.empty())
{
const Rml::StringList matching_tags = {"button", "input", "textarea", "progress", "progressbar", "select"};
return TagMatchRecursive(matching_tags, element);
}
else
{
Rml::Element* target = labelElement->GetElementById(target_id);
if (target != element)
return target;
}
return nullptr;
}
// Return the element directly if no target exists.
return element;
}
namespace recompui {
class UiEventListener : public Rml::EventListener {
event_handler_t* handler_;
Rml::String param_;
public:
UiEventListener(event_handler_t* handler, Rml::String&& param) : handler_(handler), param_(std::move(param)) {}
void ProcessEvent(Rml::Event& event) override {
handler_(param_, event);
}
};
class UiEventListenerInstancer : public Rml::EventListenerInstancer {
std::unordered_map<Rml::String, event_handler_t*> handler_map_;
std::unordered_map<Rml::String, UiEventListener> listener_map_;
public:
Rml::EventListener* InstanceEventListener(const Rml::String& value, Rml::Element* element) override {
// Check if a listener has already been made for the full event string and return it if so.
auto find_listener_it = listener_map_.find(value);
if (find_listener_it != listener_map_.end()) {
return &find_listener_it->second;
}
// No existing listener, so check if a handler has been registered for this event type and create a listener for it if so.
size_t delimiter_pos = value.find(':');
Rml::String event_type = value.substr(0, delimiter_pos);
auto find_handler_it = handler_map_.find(event_type);
if (find_handler_it != handler_map_.end()) {
// A handler was found, create a listener and return it.
Rml::String event_param = value.substr(std::min(delimiter_pos, value.size()));
return &listener_map_.emplace(value, UiEventListener{ find_handler_it->second, std::move(event_param) }).first->second;
}
return nullptr;
}
void register_event(const Rml::String& value, event_handler_t* handler) {
handler_map_.emplace(value, handler);
}
};
}
void recompui::register_event(UiEventListenerInstancer& listener, const std::string& name, event_handler_t* handler) {
listener.register_event(name, handler);
}
Rml::Element* find_autofocus_element(Rml::Element* start) {
Rml::Element* cur_element = start;
while (cur_element) {
if (cur_element->HasAttribute("autofocus")) {
break;
}
cur_element = RecompRml::FindNextTabElement(cur_element, true);
}
return cur_element;
}
struct ContextDetails {
recompui::ContextId context;
Rml::ElementDocument* document;
bool takes_input;
};
class UIState {
Rml::Element* prev_focused = nullptr;
bool mouse_is_active_changed = false;
std::unique_ptr<recompui::MenuController> launcher_menu_controller{};
std::unique_ptr<recompui::MenuController> config_menu_controller{};
std::vector<ContextDetails> opened_contexts{};
public:
bool mouse_is_active_initialized = false;
bool mouse_is_active = false;
bool cont_is_active = false;
bool submenu_is_active = false;
bool await_stick_return_x = false;
bool await_stick_return_y = false;
int last_active_mouse_position[2] = {0, 0};
std::unique_ptr<recompui::MenuController> config_controller;
std::unique_ptr<recompui::MenuController> launcher_controller;
std::unique_ptr<SystemInterface_SDL> system_interface;
recompui::RmlRenderInterface_RT64 render_interface;
Rml::Context* context;
recompui::UiEventListenerInstancer event_listener_instancer;
UIState(const UIState& rhs) = delete;
UIState& operator=(const UIState& rhs) = delete;
UIState(UIState&& rhs) = delete;
UIState& operator=(UIState&& rhs) = delete;
UIState(SDL_Window* window, RT64::RenderInterface* interface, RT64::RenderDevice* device) {
launcher_menu_controller = recompui::create_launcher_menu();
config_menu_controller = recompui::create_config_menu();
system_interface = std::make_unique<SystemInterface_SDL>();
system_interface->SetWindow(window);
render_interface.init(interface, device);
launcher_menu_controller->register_events(event_listener_instancer);
config_menu_controller->register_events(event_listener_instancer);
Rml::SetSystemInterface(system_interface.get());
Rml::SetRenderInterface(render_interface.get_rml_interface());
Rml::Factory::RegisterEventListenerInstancer(&event_listener_instancer);
recompui::register_custom_elements();
Rml::Initialise();
// Apply the hack to replace RmlUi's default color parser with one that conforms to HTML5 alpha parsing for SASS compatibility
recompui::apply_color_hack();
int width, height;
SDL_GetWindowSizeInPixels(window, &width, &height);
context = Rml::CreateContext("main", Rml::Vector2i(width, height));
launcher_menu_controller->make_bindings(context);
config_menu_controller->make_bindings(context);
Rml::Debugger::Initialise(context);
{
const Rml::String directory = "assets/";
struct FontFace {
const char* filename;
bool fallback_face;
};
FontFace font_faces[] = {
{"LatoLatin-Regular.ttf", false},
{"ChiaroNormal.otf", false},
{"ChiaroBold.otf", false},
{"LatoLatin-Italic.ttf", false},
{"LatoLatin-Bold.ttf", false},
{"LatoLatin-BoldItalic.ttf", false},
{"NotoEmoji-Regular.ttf", true},
{"promptfont/promptfont.ttf", false},
};
for (const FontFace& face : font_faces) {
Rml::LoadFontFace(directory + face.filename, face.fallback_face);
}
}
launcher_menu_controller->load_document(context);
config_menu_controller->load_document(context);
}
void unload() {
render_interface.reset();
}
void update_primary_input(bool mouse_moved, bool non_mouse_interacted) {
mouse_is_active_changed = false;
if (non_mouse_interacted) {
// controller newly interacted with
if (mouse_is_active) {
mouse_is_active = false;
mouse_is_active_changed = true;
}
}
else if (mouse_moved) {
// mouse newly interacted with
if (!mouse_is_active) {
mouse_is_active = true;
mouse_is_active_changed = true;
}
}
if (mouse_moved || non_mouse_interacted) {
mouse_is_active_initialized = true;
}
if (mouse_is_active_initialized) {
recompui::set_cursor_visible(mouse_is_active);
}
Rml::ElementDocument* current_document = top_input_document();
if (current_document == nullptr) {
return;
}
// TODO is this needed?
Rml::Element* window_el = current_document->GetElementById("window");
if (window_el != nullptr) {
if (mouse_is_active) {
if (!window_el->HasAttribute("mouse-active")) {
window_el->SetAttribute("mouse-active", true);
}
}
else if (window_el->HasAttribute("mouse-active")) {
window_el->RemoveAttribute("mouse-active");
}
}
}
void update_focus(bool mouse_moved, bool non_mouse_interacted) {
Rml::ElementDocument* current_document = top_input_document();
if (current_document == nullptr) {
return;
}
if (cont_is_active || non_mouse_interacted) {
if (non_mouse_interacted && !submenu_is_active) {
auto focusedEl = current_document->GetFocusLeafNode();
if (focusedEl == nullptr || RecompRml::CanFocusElement(focusedEl) != RecompRml::CanFocus::Yes) {
Rml::Element* element = find_autofocus_element(current_document);
if (element != nullptr) {
element->Focus();
}
}
}
return;
}
// If there was mouse motion, get the current hovered element (or its target if it points to one) and focus that if applicable.
if (mouse_is_active) {
if (mouse_is_active_changed) {
Rml::Element* focused = current_document->GetFocusLeafNode();
if (focused) focused->Blur();
} else if (mouse_moved) {
Rml::Element* hovered = context->GetHoverElement();
if (hovered) {
Rml::Element* hover_target = get_target(current_document, hovered);
if (hover_target && can_focus(hover_target)) {
prev_focused = hover_target;
}
}
}
}
if (!mouse_is_active) {
if (!prev_focused || !can_focus(prev_focused)) {
// Find the autofocus element in the tab chain
Rml::Element* element = find_autofocus_element(current_document);
if (element && can_focus(element)) {
prev_focused = element;
}
}
if (mouse_is_active_changed && prev_focused && can_focus(prev_focused)) {
prev_focused->Focus();
}
}
}
void show_context(recompui::ContextId context) {
if (std::find_if(opened_contexts.begin(), opened_contexts.end(), [context](auto& c){ return c.context == context; }) != opened_contexts.end()) {
recompui::message_box("Attemped to show the same context twice");
assert(false);
}
bool takes_input = context.takes_input();
Rml::ElementDocument* document = context.get_document();
opened_contexts.push_back(ContextDetails{
.context = context,
.document = document,
.takes_input = takes_input
});
document->PullToFront();
document->Show();
}
void hide_context(recompui::ContextId context) {
auto remove_it = std::remove_if(opened_contexts.begin(), opened_contexts.end(), [context](auto& c) { return c.context == context; });
if (remove_it == opened_contexts.end()) {
recompui::message_box("Attemped to hide a context that isn't shown");
assert(false);
}
opened_contexts.erase(remove_it, opened_contexts.end());
context.get_document()->Hide();
}
void hide_all_contexts() {
for (auto& context : opened_contexts) {
context.document->Hide();
}
opened_contexts.clear();
}
bool is_context_open(recompui::ContextId context) {
return std::find_if(opened_contexts.begin(), opened_contexts.end(), [context](auto& c){ return c.context == context; }) != opened_contexts.end();
}
bool is_context_taking_input() {
return std::find_if(opened_contexts.begin(), opened_contexts.end(), [](auto& c){ return c.takes_input; }) != opened_contexts.end();
}
bool is_any_context_open() {
return !opened_contexts.empty();
}
Rml::ElementDocument* top_input_document() {
// Iterate backwards and stop at the first context that takes input.
for (auto it = opened_contexts.rbegin(); it != opened_contexts.rend(); it++) {
if (it->takes_input) {
return it->document;
}
}
return nullptr;
}
};
std::unique_ptr<UIState> ui_state;
std::recursive_mutex ui_state_mutex{};
// TODO make this not be global
extern SDL_Window* window;
void recompui::get_window_size(int& width, int& height) {
SDL_GetWindowSizeInPixels(window, &width, &height);
}
inline const std::string read_file_to_string(std::filesystem::path path) {
std::ifstream stream = std::ifstream{path};
std::ostringstream ss;
ss << stream.rdbuf();
return ss.str();
}
void init_hook(RT64::RenderInterface* interface, RT64::RenderDevice* device) {
#if defined(__linux__)
std::locale::global(std::locale::classic());
#endif
ui_state = std::make_unique<UIState>(window, interface, device);
}
moodycamel::ConcurrentQueue<SDL_Event> ui_event_queue{};
void recompui::queue_event(const SDL_Event& event) {
ui_event_queue.enqueue(event);
}
bool recompui::try_deque_event(SDL_Event& out) {
return ui_event_queue.try_dequeue(out);
}
int cont_button_to_key(SDL_ControllerButtonEvent& button) {
// Configurable accept button in menu
auto menuAcceptBinding0 = recomp::get_input_binding(recomp::GameInput::ACCEPT_MENU, 0, recomp::InputDevice::Controller);
auto menuAcceptBinding1 = recomp::get_input_binding(recomp::GameInput::ACCEPT_MENU, 1, recomp::InputDevice::Controller);
// note - magic number: 0 is InputType::None
if ((menuAcceptBinding0.input_type != 0 && button.button == menuAcceptBinding0.input_id) ||
(menuAcceptBinding1.input_type != 0 && button.button == menuAcceptBinding1.input_id)) {
return SDLK_RETURN;
}
// Configurable apply button in menu
auto menuApplyBinding0 = recomp::get_input_binding(recomp::GameInput::APPLY_MENU, 0, recomp::InputDevice::Controller);
auto menuApplyBinding1 = recomp::get_input_binding(recomp::GameInput::APPLY_MENU, 1, recomp::InputDevice::Controller);
// note - magic number: 0 is InputType::None
if ((menuApplyBinding0.input_type != 0 && button.button == menuApplyBinding0.input_id) ||
(menuApplyBinding1.input_type != 0 && button.button == menuApplyBinding1.input_id)) {
return SDLK_f;
}
// Allows closing the menu
auto menuToggleBinding0 = recomp::get_input_binding(recomp::GameInput::TOGGLE_MENU, 0, recomp::InputDevice::Controller);
auto menuToggleBinding1 = recomp::get_input_binding(recomp::GameInput::TOGGLE_MENU, 1, recomp::InputDevice::Controller);
// note - magic number: 0 is InputType::None
if ((menuToggleBinding0.input_type != 0 && button.button == menuToggleBinding0.input_id) ||
(menuToggleBinding1.input_type != 0 && button.button == menuToggleBinding1.input_id)) {
return SDLK_ESCAPE;
}
switch (button.button) {
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_UP:
return SDLK_UP;
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_DOWN:
return SDLK_DOWN;
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_LEFT:
return SDLK_LEFT;
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
return SDLK_RIGHT;
}
return 0;
}
int cont_axis_to_key(SDL_ControllerAxisEvent& axis, float value) {
switch (axis.axis) {
case SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTY:
if (value < 0) return SDLK_UP;
return SDLK_DOWN;
case SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTX:
if (value >= 0) return SDLK_RIGHT;
return SDLK_LEFT;
}
return 0;
}
void apply_background_input_mode() {
static recomp::BackgroundInputMode last_input_mode = recomp::BackgroundInputMode::OptionCount;
recomp::BackgroundInputMode cur_input_mode = recomp::get_background_input_mode();
if (last_input_mode != cur_input_mode) {
SDL_SetHint(
SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS,
cur_input_mode == recomp::BackgroundInputMode::On
? "1"
: "0"
);
}
last_input_mode = cur_input_mode;
}
bool recompui::get_cont_active() {
return ui_state->cont_is_active;
}
void recompui::set_cont_active(bool active) {
ui_state->cont_is_active = active;
}
void recompui::activate_mouse() {
ui_state->update_primary_input(true, false);
ui_state->update_focus(true, false);
}
void draw_hook(RT64::RenderCommandList* command_list, RT64::RenderFramebuffer* swap_chain_framebuffer) {
apply_background_input_mode();
// Return early if the ui context has been destroyed already.
if (!ui_state) {
return;
}
// Return to the launcher if no menu is open and the game isn't started.
if (!recompui::is_any_context_open() && !ultramodern::is_game_started()) {
recompui::show_context(recompui::get_launcher_context_id(), "");
}
std::lock_guard lock{ ui_state_mutex };
SDL_Event cur_event{};
bool mouse_moved = false;
bool mouse_clicked = false;
bool non_mouse_interacted = false;
bool cont_interacted = false;
bool kb_interacted = false;
bool config_was_open = recompui::is_context_open(recompui::get_config_context_id());
while (recompui::try_deque_event(cur_event)) {
bool context_taking_input = recompui::is_context_taking_input();
if (!recomp::all_input_disabled()) {
// Implement some additional behavior for specific events on top of what RmlUi normally does with them.
switch (cur_event.type) {
case SDL_EventType::SDL_MOUSEMOTION: {
int *last_mouse_pos = ui_state->last_active_mouse_position;
if (!ui_state->mouse_is_active) {
float xD = cur_event.motion.x - last_mouse_pos[0];
float yD = cur_event.motion.y - last_mouse_pos[1];
if (sqrt(xD * xD + yD * yD) < 100) {
break;
}
}
last_mouse_pos[0] = cur_event.motion.x;
last_mouse_pos[1] = cur_event.motion.y;
// if controller is the primary input, don't use mouse movement to allow cursor to reactivate
if (recompui::get_cont_active()) {
break;
}
}
// fallthrough
case SDL_EventType::SDL_MOUSEBUTTONDOWN:
mouse_moved = true;
mouse_clicked = true;
break;
case SDL_EventType::SDL_CONTROLLERBUTTONDOWN: {
int rml_key = cont_button_to_key(cur_event.cbutton);
if (context_taking_input && rml_key) {
ui_state->context->ProcessKeyDown(RmlSDL::ConvertKey(rml_key), 0);
}
non_mouse_interacted = true;
cont_interacted = true;
break;
}
case SDL_EventType::SDL_KEYDOWN:
non_mouse_interacted = true;
kb_interacted = true;
break;
case SDL_EventType::SDL_USEREVENT:
if (cur_event.user.code == SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTY) {
ui_state->await_stick_return_y = true;
} else if (cur_event.user.code == SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTX) {
ui_state->await_stick_return_x = true;
}
break;
case SDL_EventType::SDL_CONTROLLERAXISMOTION:
SDL_ControllerAxisEvent* axis_event = &cur_event.caxis;
if (axis_event->axis != SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTY && axis_event->axis != SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTX) {
break;
}
float axis_value = axis_event->value * (1 / 32768.0f);
bool* await_stick_return = axis_event->axis == SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTY
? &ui_state->await_stick_return_y
: &ui_state->await_stick_return_x;
if (fabsf(axis_value) > 0.5f) {
if (!*await_stick_return) {
*await_stick_return = true;
non_mouse_interacted = true;
int rml_key = cont_axis_to_key(cur_event.caxis, axis_value);
if (context_taking_input && rml_key) {
ui_state->context->ProcessKeyDown(RmlSDL::ConvertKey(rml_key), 0);
}
}
non_mouse_interacted = true;
cont_interacted = true;
}
else if (*await_stick_return && fabsf(axis_value) < 0.15f) {
*await_stick_return = false;
}
break;
}
if (context_taking_input) {
RmlSDL::InputEventHandler(ui_state->context, cur_event);
}
}
// If the config menu isn't open and the game has been started and either the escape key or select button are pressed, open the config menu.
if (!config_was_open && ultramodern::is_game_started()) {
bool open_config = false;
switch (cur_event.type) {
case SDL_EventType::SDL_KEYDOWN:
if (cur_event.key.keysym.scancode == SDL_Scancode::SDL_SCANCODE_ESCAPE) {
open_config = true;
}
break;
case SDL_EventType::SDL_CONTROLLERBUTTONDOWN:
auto menuToggleBinding0 = recomp::get_input_binding(recomp::GameInput::TOGGLE_MENU, 0, recomp::InputDevice::Controller);
auto menuToggleBinding1 = recomp::get_input_binding(recomp::GameInput::TOGGLE_MENU, 1, recomp::InputDevice::Controller);
// note - magic number: 0 is InputType::None
if ((menuToggleBinding0.input_type != 0 && cur_event.cbutton.button == menuToggleBinding0.input_id) ||
(menuToggleBinding1.input_type != 0 && cur_event.cbutton.button == menuToggleBinding1.input_id)) {
open_config = true;
}
break;
}
recompui::hide_all_contexts();
if (open_config) {
recompui::show_context(recompui::get_config_context_id(), "");
}
}
} // end dequeue event loop
if (cont_interacted || kb_interacted || mouse_clicked) {
recompui::set_cont_active(cont_interacted);
}
recomp::config_menu_set_cont_or_kb(ui_state->cont_is_active);
recomp::InputField scanned_field = recomp::get_scanned_input();
if (scanned_field != recomp::InputField{}) {
recomp::finish_scanning_input(scanned_field);
}
ui_state->update_primary_input(mouse_moved, non_mouse_interacted);
ui_state->update_focus(mouse_moved, non_mouse_interacted);
if (recompui::is_any_context_open()) {
int width = swap_chain_framebuffer->getWidth();
int height = swap_chain_framebuffer->getHeight();
// Scale the UI based on the window size with 1080 vertical resolution as the reference point.
ui_state->context->SetDensityIndependentPixelRatio((height) / 1080.0f);
ui_state->render_interface.start(command_list, width, height);
static int prev_width = 0;
static int prev_height = 0;
if (prev_width != width || prev_height != height) {
ui_state->context->SetDimensions({ width, height });
}
prev_width = width;
prev_height = height;
ui_state->context->Update();
ui_state->context->Render();
ui_state->render_interface.end(command_list, swap_chain_framebuffer);
}
}
void deinit_hook() {
recompui::destroy_all_contexts();
std::lock_guard lock {ui_state_mutex};
Rml::Debugger::Shutdown();
Rml::Shutdown();
ui_state->unload();
ui_state.reset();
}
void recompui::set_render_hooks() {
RT64::SetRenderHooks(init_hook, draw_hook, deinit_hook);
}
void recompui::message_box(const char* msg) {
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, zelda64::program_name.data(), msg, nullptr);
printf("[ERROR] %s\n", msg);
}
void recompui::show_context(ContextId context, std::string_view param) {
std::lock_guard lock{ui_state_mutex};
// TODO call the context's on_show callback with the param.
ui_state->show_context(context);
}
void recompui::hide_context(ContextId context) {
std::lock_guard lock{ui_state_mutex};
ui_state->hide_context(context);
}
void recompui::hide_all_contexts() {
std::lock_guard lock{ui_state_mutex};
if (ui_state) {
ui_state->hide_all_contexts();
}
}
bool recompui::is_context_open(ContextId context) {
std::lock_guard lock{ui_state_mutex};
if (!ui_state) {
return false;
}
return ui_state->is_context_open(context);
}
bool recompui::is_context_taking_input() {
std::lock_guard lock{ui_state_mutex};
if (!ui_state) {
return false;
}
return ui_state->is_context_taking_input();
}
bool recompui::is_any_context_open() {
std::lock_guard lock{ui_state_mutex};
if (!ui_state) {
return false;
}
return ui_state->is_any_context_open();
}