#pragma once #include "./screen.hpp" #include #include #include #include #include #include #include #include #include "./tox_private_impl.hpp" #include #include #include #include "./tox_client.hpp" #include "./auto_dirty.hpp" #include "./media_meta_info_loader.hpp" #include "./tox_avatar_manager.hpp" #include "./sdlrenderer_texture_uploader.hpp" #include "./texture_cache.hpp" #include "./tox_avatar_loader.hpp" #include "./message_image_loader.hpp" #include "./chat_gui4.hpp" #include "./chat_gui/settings_window.hpp" #include "./object_store_ui.hpp" #include "./tox_ui_utils.hpp" #include "./tox_dht_cap_histo.hpp" #include "./tox_friend_faux_offline_messaging.hpp" #if TOMATO_TOX_AV #include "./tox_av.hpp" #endif #include #include #include // fwd extern "C" { struct SDL_Renderer; } // C struct MainScreen final : public Screen { SDL_Renderer* renderer; ObjectStore2 os; SimpleConfigModel conf; Contact3Registry cr; RegistryMessageModel rmm; MessageSerializerNJ msnj; MessageTimeSort mts; ToxEventLogger tel{std::cout}; ToxClient tc; ToxPrivateImpl tpi; AutoDirty ad; #if TOMATO_TOX_AV ToxAV tav; #endif ToxContactModel2 tcm; ToxMessageManager tmm; ToxTransferManager ttm; ToxFriendFauxOfflineMessaging tffom; Theme& theme; MediaMetaInfoLoader mmil; ToxAvatarManager tam; SDLRendererTextureUploader sdlrtu; //OpenGLTextureUploader ogltu; ToxAvatarLoader tal; TextureCache contact_tc; MessageImageLoader mil; TextureCache msg_tc; ChatGui4 cg; SettingsWindow sw; ObjectStoreUI osui; ToxUIUtils tuiu; ToxDHTCapHisto tdch; PluginManager pm; // last, so it gets destroyed first bool _show_tool_style_editor {false}; bool _show_tool_metrics {false}; bool _show_tool_debug_log {false}; bool _show_tool_id_stack {false}; bool _window_hidden {false}; uint64_t _window_hidden_ts {0}; float _time_since_event {0.f}; std::vector _dopped_files; MainScreen(SimpleConfigModel&& conf_, SDL_Renderer* renderer_, Theme& theme_, std::string save_path, std::string save_password, std::string new_username, std::vector plugins); ~MainScreen(void); bool handleEvent(SDL_Event& e) override; // return nullptr if not next // sets bool quit to true if exit Screen* render(float time_delta, bool&) override; Screen* tick(float time_delta, bool&) override; // 0 - normal // 1 - reduced // 2 - power save int _fps_perf_mode {0}; // 0 - normal // 1 - power save int _compute_perf_mode {0}; float _render_interval {1.f/60.f}; float _min_tick_interval {0.f}; float nextRender(void) override { return _render_interval; } float nextTick(void) override { return _min_tick_interval; } };