ES-DE/src/components/GuiGameList.cpp

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#include "GuiGameList.h"
#include "../InputManager.h"
#include <iostream>
#include "GuiMenu.h"
#include "GuiFastSelect.h"
#include <boost/filesystem.hpp>
const float GuiGameList::sInfoWidth = 0.5;
GuiGameList::GuiGameList(bool useDetail)
{
std::cout << "Creating GuiGameList\n";
mDetailed = useDetail;
mTheme = new GuiTheme(); //not a child because it's rendered manually by GuiGameList::onRender (to make sure it's rendered first)
//The GuiGameList can use the older, simple game list if so desired.
//The old view only shows a list in the center of the screen; the new view can display an image and description.
//Those with smaller displays may prefer the older view.
if(mDetailed)
{
mList = new GuiList<FileData*>(Renderer::getScreenWidth() * sInfoWidth, Renderer::getFontHeight(Renderer::LARGE) + 2);
mScreenshot = new GuiImage(Renderer::getScreenWidth() * sInfoWidth * 0.5, Renderer::getScreenHeight() * mTheme->getGameImageOffsetY(), "", Renderer::getScreenWidth() * sInfoWidth * 0.7);
mScreenshot->setOrigin(0.5, 0.0);
addChild(mScreenshot);
}else{
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mList = new GuiList<FileData*>(0, Renderer::getFontHeight(Renderer::LARGE) + 2);
mScreenshot = NULL;
}
addChild(mList);
setSystemId(0);
Renderer::registerComponent(this);
InputManager::registerComponent(this);
}
GuiGameList::~GuiGameList()
{
Renderer::unregisterComponent(this);
delete mList;
if(mDetailed)
{
delete mScreenshot;
delete mTheme;
}
InputManager::unregisterComponent(this);
}
void GuiGameList::setSystemId(int id)
{
if(SystemData::sSystemVector.size() == 0)
{
std::cerr << "Error - no systems found!\n";
return;
}
//make sure the id is within range
if(id >= (int)SystemData::sSystemVector.size())
id -= SystemData::sSystemVector.size();
if(id < 0)
id += SystemData::sSystemVector.size();
mSystemId = id;
mSystem = SystemData::sSystemVector.at(mSystemId);
//clear the folder stack (I can't look up the proper method right now)
while(mFolderStack.size()){ mFolderStack.pop(); }
mFolder = mSystem->getRootFolder();
updateTheme();
updateList();
updateDetailData();
}
void GuiGameList::onRender()
{
if(mTheme)
mTheme->render();
//header
if(!mTheme->getHeaderHidden())
Renderer::drawCenteredText(mSystem->getName(), 0, 1, 0xFF0000, Renderer::LARGE);
if(mDetailed)
{
//divider
if(!mTheme->getDividersHidden())
Renderer::drawRect(Renderer::getScreenWidth() * sInfoWidth - 4, Renderer::getFontHeight(Renderer::LARGE) + 2, 8, Renderer::getScreenHeight(), 0x0000FF);
//if we're not scrolling and we have selected a non-folder
if(!mList->isScrolling() && mList->getSelectedObject() && !mList->getSelectedObject()->isFolder())
{
GameData* game = (GameData*)mList->getSelectedObject();
std::string desc = game->getDescription();
if(!desc.empty())
Renderer::drawWrappedText(desc, Renderer::getScreenWidth() * 0.03, mScreenshot->getOffsetY() + mScreenshot->getHeight() + 8, Renderer::getScreenWidth() * (sInfoWidth - 0.03), mTheme->getDescColor(), Renderer::SMALL);
}
}
}
void GuiGameList::onInput(InputManager::InputButton button, bool keyDown)
{
if(button == InputManager::BUTTON1 && mFolder->getFileCount() > 0)
{
if(!keyDown)
{
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FileData* file = mList->getSelectedObject();
if(file->isFolder()) //if you selected a folder, add this directory to the stack, and use the selected one
{
mFolderStack.push(mFolder);
mFolder = (FolderData*)file;
updateList();
}else{
mSystem->launchGame((GameData*)file);
}
}
}
//if there's something on the directory stack, return to it
if(button == InputManager::BUTTON2 && keyDown && mFolderStack.size())
{
mFolder = mFolderStack.top();
mFolderStack.pop();
updateList();
updateDetailData();
}
//only allow switching systems if more than one exists (otherwise it'll reset your position when you switch and it's annoying)
if(SystemData::sSystemVector.size() > 1)
{
if(button == InputManager::RIGHT && keyDown)
{
setSystemId(mSystemId + 1);
}
if(button == InputManager::LEFT && keyDown)
{
setSystemId(mSystemId - 1);
}
}
if(button == InputManager::MENU && keyDown)
{
new GuiMenu(this);
}
if(button == InputManager::SELECT && keyDown)
{
std::cout << "Creating GuiFastSelect\n";
new GuiFastSelect(this, mSystem, mList->getSelectedObject()->getName()[0]);
}
if(mDetailed)
{
if(button == InputManager::UP || button == InputManager::DOWN)
{
if(!keyDown)
updateDetailData();
else
mScreenshot->setImage(""); //clear the image when we start scrolling
}
}
}
void GuiGameList::updateList()
{
if(mDetailed)
mScreenshot->setImage("");
mList->clear();
for(unsigned int i = 0; i < mFolder->getFileCount(); i++)
{
FileData* file = mFolder->getFile(i);
if(file->isFolder())
mList->addObject(file->getName(), file, mTheme->getSecondaryColor());
else
mList->addObject(file->getName(), file, mTheme->getPrimaryColor());
}
}
void GuiGameList::updateTheme()
{
if(!mTheme)
return;
std::string defaultPath = getenv("HOME");
defaultPath += "/.emulationstation/es_theme.xml";
std::string themePath = mSystem->getStartPath() + "/theme.xml";
if(boost::filesystem::exists(themePath))
mTheme->readXML(themePath);
else if(boost::filesystem::exists(defaultPath))
mTheme->readXML(defaultPath);
else
mTheme->readXML(""); //clears any current theme
mList->setSelectorColor(mTheme->getSelectorColor());
mList->setSelectedTextColor(mTheme->getSelectedTextColor());
mList->setCentered(mTheme->getListCentered());
if(mDetailed)
{
mList->setOffsetX(mTheme->getListOffsetX() * Renderer::getScreenWidth());
mList->setTextOffsetX(mTheme->getListTextOffsetX() * Renderer::getScreenWidth());
mScreenshot->setOffsetY(mTheme->getGameImageOffsetY() * Renderer::getScreenHeight());
}
}
void GuiGameList::updateDetailData()
{
if(!mDetailed)
return;
if(mList->getSelectedObject() && !mList->getSelectedObject()->isFolder())
{
mScreenshot->setImage(((GameData*)mList->getSelectedObject())->getImagePath());
}else{
mScreenshot->setImage("");
}
}
//these are called when the menu opens/closes
void GuiGameList::onPause()
{
InputManager::unregisterComponent(this);
}
void GuiGameList::onResume()
{
InputManager::registerComponent(this);
}
//called when the renderer shuts down/returns
//we have to manually call init/deinit on mTheme because it is not our child
void GuiGameList::onDeinit()
{
mTheme->deinit();
}
void GuiGameList::onInit()
{
mTheme->init();
}