Files
ppsspp/Common/UI/UIScreen.cpp
T
Henrik RydgårdandClaude Opus 5.5 e2cda3d8f0 UI: Forget the views' pending requests when recreating them
WipeRequesterToken() only reset the screen's token, after CreateViews() had
already handed it to the new views, so nothing was ever forgotten - not even
in ~Screen(), which saw a token of -1. A text input dialog open across a
RecreateViews() (on the RetroAchievements screen, a slow login failing) would
then write through a deleted PopupTextInputChoice, possibly into the field
that took its place: #21708.

Requests made while creating views now get their own token, forgotten
before the views are deleted. Screen-level requests keep the screen's token.

RequestManager: ForgetRequestsWithToken() now locks, and also drops
responses that arrived but weren't processed yet. ProcessRequests() calls
the callbacks one at a time without holding the lock, so a callback that
closes a screen drops the rest of that screen's responses.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 21:29:47 +02:00

213 lines
5.2 KiB
C++

#include <algorithm>
#include "Common/Log.h"
#include "Common/System/Display.h"
#include "Common/System/System.h"
#include "Common/System/Request.h"
#include "Common/Input/InputState.h"
#include "Common/Input/KeyCodes.h"
#include "Common/UI/UIScreen.h"
#include "Common/UI/Context.h"
#include "Common/UI/ScreenManager.h"
#include "Common/UI/Root.h"
#include "Common/Render/DrawBuffer.h"
static constexpr bool ClickDebug = false;
UIScreen::UIScreen() : Screen() {
lastOrientation_ = GetDeviceOrientation();
}
UIScreen::~UIScreen() {
delete root_;
}
// This is the source of truth for orientation for configuration and rendering.
DeviceOrientation UIScreen::GetDeviceOrientation() const {
// TODO: On some platforms, we can do a more sophisticated check.
return g_display.GetDeviceOrientation();
}
void UIScreen::DoRecreateViews() {
if (!recreateViews_) {
return;
}
UI::PersistMap persisted;
bool persisting = root_ != nullptr;
if (persisting) {
root_->PersistData(UI::PERSIST_SAVE, "root", persisted);
}
// Pending requests from the views (like an open text input dialog) would call back into deleted views.
ForgetViewRequests();
delete root_;
root_ = nullptr;
SetCreatingViews(true);
CreateViews();
SetCreatingViews(false);
UI::View *defaultView = root_ ? root_->GetDefaultFocusView() : nullptr;
if (defaultView && defaultView->GetVisibility() == UI::V_VISIBLE) {
defaultView->SetFocus(UI::FocusFlags::CAUSE_OTHER);
}
recreateViews_ = false;
if (persisting && root_ != nullptr) {
root_->PersistData(UI::PERSIST_RESTORE, "root", persisted);
// Update layout and refocus so things scroll into view.
// This is for resizing down, when focused on something now offscreen.
UI::LayoutViewHierarchy(*screenManager()->getUIContext(), RootMargins(), root_, LayoutMode(), UseImmersiveMode());
UI::View *focused = UI::GetFocusedView();
if (focused) {
root_->SubviewFocused(focused);
}
}
}
bool UIScreen::touch(const TouchInput &touch) {
if (ClickDebug && root_ && (touch.flags & TouchInputFlags::DOWN)) {
INFO_LOG(Log::System, "Touch down!");
std::vector<UI::View *> views;
root_->Query(touch.x, touch.y, views);
for (auto view : views) {
INFO_LOG(Log::System, "%s", view->DescribeLog().c_str());
}
}
if (!ignoreInput_ && root_) {
UI::TouchEvent(touch, root_);
}
return true;
}
void UIScreen::axis(const AxisInput &axis) {
if (!ignoreInput_ && root_) {
UI::AxisEvent(axis, root_);
}
}
bool UIScreen::key(const KeyInput &key) {
if (!ignoreInput_ && root_) {
return UI::KeyEvent(key, root_);
} else {
return false;
}
}
void UIScreen::update() {
DeviceOrientation orientation = GetDeviceOrientation();
if (orientation != lastOrientation_) {
RecreateViews();
lastOrientation_ = orientation;
}
DoRecreateViews();
if (root_) {
DialogResult result = UpdateViewHierarchy(root_, AllowFocusMovement());
if (result != DR_NONE) {
TriggerFinish(result);
}
}
}
void UIScreen::deviceLost() {
if (root_)
root_->DeviceLost();
}
void UIScreen::deviceRestored(Draw::DrawContext *draw) {
if (root_)
root_->DeviceRestored(draw);
}
Bounds UIScreen::GetLayoutBounds(UIContext &dc) const {
return dc.GetLayoutBounds(LayoutMode(), UseImmersiveMode());
}
ScreenRenderFlags UIScreen::render(ScreenRenderMode mode) {
DoRecreateViews();
UIContext &uiContext = *screenManager()->getUIContext();
if (root_) {
UI::LayoutViewHierarchy(uiContext, RootMargins(), root_, LayoutMode(), UseImmersiveMode());
}
uiContext.PushTransform({translation_, scale_, alpha_});
uiContext.Begin();
DrawBackground(uiContext);
if (root_) {
root_->Draw(uiContext);
}
uiContext.Flush();
DrawForeground(uiContext);
uiContext.Flush();
uiContext.PopTransform();
return ScreenRenderFlags::NONE;
}
TouchInput UIScreen::transformTouch(const TouchInput &touch) {
TouchInput updated = touch;
float x = touch.x - translation_.x;
float y = touch.y - translation_.y;
// Scale around the center as the origin.
updated.x = (x - g_display.dp_xres * 0.5f) / scale_.x + g_display.dp_xres * 0.5f;
updated.y = (y - g_display.dp_yres * 0.5f) / scale_.y + g_display.dp_yres * 0.5f;
return updated;
}
void UIScreen::TriggerFinish(DialogResult result) {
// From here on, this dialog cannot receive input.
ignoreInput_ = true;
screenManager()->finishDialog(this, result);
}
bool UIDialogScreen::key(const KeyInput &key) {
bool retval = UIScreen::key(key);
if (!retval && (key.flags & KeyInputFlags::DOWN) && UI::IsEscapeKey(key)) {
if (finished_) {
ERROR_LOG(Log::System, "Screen already finished");
} else if (!firstFrame_) {
finished_ = true;
TriggerFinish(DR_BACK);
UI::PlayUISound(UI::UISound::BACK);
}
return true;
}
return retval;
}
void UIDialogScreen::sendMessage(UIMessage message, const char *value) {
Screen *screen = screenManager()->dialogParent(this);
if (screen) {
screen->sendMessage(message, value);
}
}
UIDialogScreen::~UIDialogScreen() {
System_NotifyUIEvent(UIEventNotification::DIALOG_CLOSED);
}
bool UIScreen::IsOnTop() const {
return screenManager()->topScreen() == this;
}
void UIScreen::OnBack(UI::EventParams &e) {
TriggerFinish(DR_BACK);
}
void UIScreen::OnOK(UI::EventParams &e) {
TriggerFinish(DR_OK);
}
void UIScreen::OnCancel(UI::EventParams &e) {
TriggerFinish(DR_CANCEL);
}