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An OverlayDialog is an interactive dialog that accepts controller input (while a game is running) This dialog attempts to replicate the look and feel of the Nintendo Switch's overlay dialogs and provide some extra features such as embedding HTML/Rich Text content in a QTextBrowser. The OverlayDialog provides 2 modes: one to embed regular text into a QLabel and another to embed HTML/Rich Text content into a QTextBrowser. Co-authored-by: Its-Rei <kupfel@gmail.com>
108 lines
3.7 KiB
C++
108 lines
3.7 KiB
C++
// Copyright 2021 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <array>
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#include <atomic>
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#include <memory>
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#include <thread>
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#include <QDialog>
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#include "common/common_types.h"
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enum class HIDButton : u8;
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class InputInterpreter;
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namespace Core {
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class System;
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}
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namespace Ui {
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class OverlayDialog;
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}
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/**
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* An OverlayDialog is an interactive dialog that accepts controller input (while a game is running)
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* This dialog attempts to replicate the look and feel of the Nintendo Switch's overlay dialogs and
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* provide some extra features such as embedding HTML/Rich Text content in a QTextBrowser.
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* The OverlayDialog provides 2 modes: one to embed regular text into a QLabel and another to embed
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* HTML/Rich Text content into a QTextBrowser.
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*/
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class OverlayDialog final : public QDialog {
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Q_OBJECT
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public:
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explicit OverlayDialog(QWidget* parent, Core::System& system, const QString& title_text,
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const QString& body_text, const QString& left_button_text,
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const QString& right_button_text,
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Qt::Alignment alignment = Qt::AlignCenter, bool use_rich_text_ = false);
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~OverlayDialog() override;
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private:
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/**
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* Initializes a text dialog with a QLabel storing text.
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* Only use this for short text as the dialog buttons would be squashed with longer text.
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*
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* @param title_text Title text to be displayed
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* @param body_text Main text to be displayed
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* @param left_button_text Left button text. If empty, the button is hidden and disabled
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* @param right_button_text Right button text. If empty, the button is hidden and disabled
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* @param alignment Main text alignment
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*/
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void InitializeRegularTextDialog(const QString& title_text, const QString& body_text,
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const QString& left_button_text,
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const QString& right_button_text, Qt::Alignment alignment);
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/**
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* Initializes a text dialog with a QTextBrowser storing text.
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* This is ideal for longer text or rich text content. A scrollbar is shown for longer text.
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*
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* @param title_text Title text to be displayed
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* @param body_text Main text to be displayed
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* @param left_button_text Left button text. If empty, the button is hidden and disabled
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* @param right_button_text Right button text. If empty, the button is hidden and disabled
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* @param alignment Main text alignment
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*/
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void InitializeRichTextDialog(const QString& title_text, const QString& body_text,
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const QString& left_button_text, const QString& right_button_text,
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Qt::Alignment alignment);
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/// Moves and resizes the dialog to be fully overlayed on top of the parent window.
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void MoveAndResizeWindow();
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/**
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* Handles button presses and converts them into keyboard input.
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*
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* @tparam HIDButton The list of buttons that can be converted into keyboard input.
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*/
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template <HIDButton... T>
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void HandleButtonPressedOnce();
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/**
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* Translates a button press to focus or click either the left or right buttons.
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*
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* @param button The button press to process.
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*/
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void TranslateButtonPress(HIDButton button);
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void StartInputThread();
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void StopInputThread();
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/// The thread where input is being polled and processed.
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void InputThread();
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std::unique_ptr<Ui::OverlayDialog> ui;
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bool use_rich_text;
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std::unique_ptr<InputInterpreter> input_interpreter;
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std::thread input_thread;
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std::atomic<bool> input_thread_running{};
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};
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