ES-DE/es-app/src/views/ViewController.cpp

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#include "views/ViewController.h"
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#include "animations/Animation.h"
#include "animations/LambdaAnimation.h"
#include "animations/LaunchAnimation.h"
#include "animations/MoveCameraAnimation.h"
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#include "guis/GuiMenu.h"
#include "views/gamelist/DetailedGameListView.h"
#include "views/gamelist/IGameListView.h"
#include "views/gamelist/VideoGameListView.h"
#include "views/SystemView.h"
#include "Log.h"
#include "Settings.h"
#include "SystemData.h"
#include "Window.h"
ViewController* ViewController::sInstance = NULL;
ViewController* ViewController::get()
{
assert(sInstance);
return sInstance;
}
void ViewController::init(Window* window)
{
assert(!sInstance);
sInstance = new ViewController(window);
}
ViewController::ViewController(Window* window)
: GuiComponent(window), mCurrentView(nullptr), mCamera(Transform4x4f::Identity()), mFadeOpacity(0), mLockInput(false)
{
mState.viewing = NOTHING;
mCurUIMode = Settings::getInstance()->getString("UIMode");
}
ViewController::~ViewController()
{
assert(sInstance == this);
sInstance = NULL;
}
void ViewController::goToStart()
{
// If specific system is requested, go directly to the game list
auto requestedSystem = Settings::getInstance()->getString("StartupSystem");
if("" != requestedSystem && "retropie" != requestedSystem)
{
for(auto it = SystemData::sSystemVector.begin(); it != SystemData::sSystemVector.end(); it++){
if ((*it)->getName() == requestedSystem)
{
goToGameList(*it);
return;
}
}
}
goToSystemView(SystemData::sSystemVector.at(0));
}
int ViewController::getSystemId(SystemData* system)
{
std::vector<SystemData*>& sysVec = SystemData::sSystemVector;
return std::find(sysVec.begin(), sysVec.end(), system) - sysVec.begin();
}
void ViewController::goToSystemView(SystemData* system)
{
// Tell any current view it's about to be hidden
if (mCurrentView)
{
mCurrentView->onHide();
}
mState.viewing = SYSTEM_SELECT;
mState.system = system;
auto systemList = getSystemListView();
systemList->setPosition(getSystemId(system) * (float)Renderer::getScreenWidth(), systemList->getPosition().y());
systemList->goToSystem(system, false);
mCurrentView = systemList;
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mCurrentView->onShow();
PowerSaver::setState(true);
playViewTransition();
}
void ViewController::goToNextGameList()
{
assert(mState.viewing == GAME_LIST);
SystemData* system = getState().getSystem();
assert(system);
goToGameList(system->getNext());
}
void ViewController::goToPrevGameList()
{
assert(mState.viewing == GAME_LIST);
SystemData* system = getState().getSystem();
assert(system);
goToGameList(system->getPrev());
}
void ViewController::goToGameList(SystemData* system)
{
if(mState.viewing == SYSTEM_SELECT)
{
// move system list
auto sysList = getSystemListView();
float offX = sysList->getPosition().x();
int sysId = getSystemId(system);
sysList->setPosition(sysId * (float)Renderer::getScreenWidth(), sysList->getPosition().y());
offX = sysList->getPosition().x() - offX;
mCamera.translation().x() -= offX;
}
mState.viewing = GAME_LIST;
mState.system = system;
if (mCurrentView)
{
mCurrentView->onHide();
}
mCurrentView = getGameListView(system);
if (mCurrentView)
{
mCurrentView->onShow();
}
playViewTransition();
}
void ViewController::playViewTransition()
{
Vector3f target(Vector3f::Zero());
if(mCurrentView)
target = mCurrentView->getPosition();
// no need to animate, we're not going anywhere (probably goToNextGamelist() or goToPrevGamelist() when there's only 1 system)
if(target == -mCamera.translation() && !isAnimationPlaying(0))
return;
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std::string transition_style = Settings::getInstance()->getString("TransitionStyle");
if(transition_style == "fade")
{
// fade
// stop whatever's currently playing, leaving mFadeOpacity wherever it is
cancelAnimation(0);
auto fadeFunc = [this](float t) {
mFadeOpacity = lerp<float>(0, 1, t);
};
const static int FADE_DURATION = 240; // fade in/out time
const static int FADE_WAIT = 320; // time to wait between in/out
setAnimation(new LambdaAnimation(fadeFunc, FADE_DURATION), 0, [this, fadeFunc, target] {
this->mCamera.translation() = -target;
updateHelpPrompts();
setAnimation(new LambdaAnimation(fadeFunc, FADE_DURATION), FADE_WAIT, nullptr, true);
});
// fast-forward animation if we're partway faded
if(target == -mCamera.translation())
{
// not changing screens, so cancel the first half entirely
advanceAnimation(0, FADE_DURATION);
advanceAnimation(0, FADE_WAIT);
advanceAnimation(0, FADE_DURATION - (int)(mFadeOpacity * FADE_DURATION));
}else{
advanceAnimation(0, (int)(mFadeOpacity * FADE_DURATION));
}
} else if (transition_style == "slide"){
// slide or simple slide
setAnimation(new MoveCameraAnimation(mCamera, target));
updateHelpPrompts(); // update help prompts immediately
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} else {
// instant
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setAnimation(new LambdaAnimation(
[this, target](float t)
{
this->mCamera.translation() = -target;
}, 1));
updateHelpPrompts();
}
}
void ViewController::onFileChanged(FileData* file, FileChangeType change)
{
auto it = mGameListViews.find(file->getSystem());
if(it != mGameListViews.end())
it->second->onFileChanged(file, change);
}
void ViewController::launch(FileData* game, Vector3f center)
{
if(game->getType() != GAME)
{
LOG(LogError) << "tried to launch something that isn't a game";
return;
}
// Hide the current view
if (mCurrentView)
mCurrentView->onHide();
Transform4x4f origCamera = mCamera;
origCamera.translation() = -mCurrentView->getPosition();
center += mCurrentView->getPosition();
stopAnimation(1); // make sure the fade in isn't still playing
mWindow->stopInfoPopup(); // make sure we disable any existing info popup
mLockInput = true;
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std::string transition_style = Settings::getInstance()->getString("TransitionStyle");
if(transition_style == "fade")
{
// fade out, launch game, fade back in
auto fadeFunc = [this](float t) {
mFadeOpacity = lerp<float>(0.0f, 1.0f, t);
};
setAnimation(new LambdaAnimation(fadeFunc, 800), 0, [this, game, fadeFunc]
{
game->launchGame(mWindow);
setAnimation(new LambdaAnimation(fadeFunc, 800), 0, [this] { mLockInput = false; }, true);
this->onFileChanged(game, FILE_METADATA_CHANGED);
});
} else if (transition_style == "slide"){
// move camera to zoom in on center + fade out, launch game, come back in
setAnimation(new LaunchAnimation(mCamera, mFadeOpacity, center, 1500), 0, [this, origCamera, center, game]
{
game->launchGame(mWindow);
mCamera = origCamera;
setAnimation(new LaunchAnimation(mCamera, mFadeOpacity, center, 600), 0, [this] { mLockInput = false; }, true);
this->onFileChanged(game, FILE_METADATA_CHANGED);
});
} else { // instant
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setAnimation(new LaunchAnimation(mCamera, mFadeOpacity, center, 10), 0, [this, origCamera, center, game]
{
game->launchGame(mWindow);
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mCamera = origCamera;
setAnimation(new LaunchAnimation(mCamera, mFadeOpacity, center, 10), 0, [this] { mLockInput = false; }, true);
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this->onFileChanged(game, FILE_METADATA_CHANGED);
});
}
}
void ViewController::removeGameListView(SystemData* system)
{
//if we already made one, return that one
auto exists = mGameListViews.find(system);
if(exists != mGameListViews.end())
{
exists->second.reset();
mGameListViews.erase(system);
}
}
std::shared_ptr<IGameListView> ViewController::getGameListView(SystemData* system)
{
//if we already made one, return that one
auto exists = mGameListViews.find(system);
if(exists != mGameListViews.end())
return exists->second;
//if we didn't, make it, remember it, and return it
std::shared_ptr<IGameListView> view;
bool themeHasVideoView = system->getTheme()->hasView("video");
//decide type
GameListViewType selectedViewType = AUTOMATIC;
std::string viewPreference = Settings::getInstance()->getString("GamelistViewStyle");
if (viewPreference.compare("basic") == 0)
selectedViewType = BASIC;
if (viewPreference.compare("detailed") == 0)
selectedViewType = DETAILED;
if (viewPreference.compare("video") == 0)
selectedViewType = VIDEO;
if (selectedViewType == AUTOMATIC)
{
std::vector<FileData*> files = system->getRootFolder()->getFilesRecursive(GAME | FOLDER);
for (auto it = files.begin(); it != files.end(); it++)
{
if (themeHasVideoView && !(*it)->getVideoPath().empty())
{
selectedViewType = VIDEO;
break;
}
else if (!(*it)->getThumbnailPath().empty())
{
selectedViewType = DETAILED;
// Don't break out in case any subsequent files have video
}
}
}
// Create the view
switch (selectedViewType)
{
case VIDEO:
view = std::shared_ptr<IGameListView>(new VideoGameListView(mWindow, system->getRootFolder()));
break;
case DETAILED:
view = std::shared_ptr<IGameListView>(new DetailedGameListView(mWindow, system->getRootFolder()));
break;
// case GRID placeholder for future implementation.
// view = std::shared_ptr<IGameListView>(new GridGameListView(mWindow, system->getRootFolder()));
// break;
case BASIC:
default:
view = std::shared_ptr<IGameListView>(new BasicGameListView(mWindow, system->getRootFolder()));
break;
}
view->setTheme(system->getTheme());
std::vector<SystemData*>& sysVec = SystemData::sSystemVector;
int id = std::find(sysVec.begin(), sysVec.end(), system) - sysVec.begin();
view->setPosition(id * (float)Renderer::getScreenWidth(), (float)Renderer::getScreenHeight() * 2);
addChild(view.get());
mGameListViews[system] = view;
return view;
}
std::shared_ptr<SystemView> ViewController::getSystemListView()
{
//if we already made one, return that one
if(mSystemListView)
return mSystemListView;
mSystemListView = std::shared_ptr<SystemView>(new SystemView(mWindow));
addChild(mSystemListView.get());
mSystemListView->setPosition(0, (float)Renderer::getScreenHeight());
return mSystemListView;
}
bool ViewController::input(InputConfig* config, Input input)
{
if(mLockInput)
return true;
// open menu
if(config->isMappedTo("start", input) && input.value != 0)
{
// open menu
mWindow->pushGui(new GuiMenu(mWindow));
return true;
}
if(mCurrentView)
return mCurrentView->input(config, input);
return false;
}
void ViewController::update(int deltaTime)
{
if(mCurrentView)
{
mCurrentView->update(deltaTime);
}
updateSelf(deltaTime);
}
void ViewController::render(const Transform4x4f& parentTrans)
{
Transform4x4f trans = mCamera * parentTrans;
Transform4x4f transInverse;
transInverse.invert(trans);
// camera position, position + size
Vector3f viewStart = transInverse.translation();
Vector3f viewEnd = transInverse * Vector3f((float)Renderer::getScreenWidth(), (float)Renderer::getScreenHeight(), 0);
// Keep track of UI mode changes.
monitorUIMode();
// draw systemview
getSystemListView()->render(trans);
// draw gamelists
for(auto it = mGameListViews.begin(); it != mGameListViews.end(); it++)
{
// clipping
Vector3f guiStart = it->second->getPosition();
Vector3f guiEnd = it->second->getPosition() + Vector3f(it->second->getSize().x(), it->second->getSize().y(), 0);
if(guiEnd.x() >= viewStart.x() && guiEnd.y() >= viewStart.y() &&
guiStart.x() <= viewEnd.x() && guiStart.y() <= viewEnd.y())
it->second->render(trans);
}
if(mWindow->peekGui() == this)
mWindow->renderHelpPromptsEarly();
// fade out
if(mFadeOpacity)
{
Renderer::setMatrix(parentTrans);
Renderer::drawRect(0, 0, Renderer::getScreenWidth(), Renderer::getScreenHeight(), 0x00000000 | (unsigned char)(mFadeOpacity * 255));
}
}
void ViewController::preload()
{
for(auto it = SystemData::sSystemVector.begin(); it != SystemData::sSystemVector.end(); it++)
{
getGameListView(*it);
}
}
void ViewController::reloadGameListView(IGameListView* view, bool reloadTheme)
{
for(auto it = mGameListViews.begin(); it != mGameListViews.end(); it++)
{
if(it->second.get() == view)
{
bool isCurrent = (mCurrentView == it->second);
SystemData* system = it->first;
FileData* cursor = view->getCursor();
mGameListViews.erase(it);
if(reloadTheme)
system->loadTheme();
std::shared_ptr<IGameListView> newView = getGameListView(system);
// to counter having come from a placeholder
if (!cursor->isPlaceHolder()) {
newView->setCursor(cursor);
}
if(isCurrent)
mCurrentView = newView;
break;
}
}
// Redisplay the current view
if (mCurrentView)
mCurrentView->onShow();
}
void ViewController::reloadAll()
{
std::map<SystemData*, FileData*> cursorMap;
for(auto it = mGameListViews.begin(); it != mGameListViews.end(); it++)
{
cursorMap[it->first] = it->second->getCursor();
}
mGameListViews.clear();
for(auto it = cursorMap.begin(); it != cursorMap.end(); it++)
{
it->first->loadTheme();
getGameListView(it->first)->setCursor(it->second);
}
mSystemListView.reset();
getSystemListView();
// update mCurrentView since the pointers changed
if(mState.viewing == GAME_LIST)
{
mCurrentView = getGameListView(mState.getSystem());
}else if(mState.viewing == SYSTEM_SELECT)
{
SystemData* system = mState.getSystem();
goToSystemView(SystemData::sSystemVector.front());
mSystemListView->goToSystem(system, false);
mCurrentView = mSystemListView;
}else{
goToSystemView(SystemData::sSystemVector.front());
}
updateHelpPrompts();
}
void ViewController::monitorUIMode()
{
std::string uimode = Settings::getInstance()->getString("UIMode");
if (uimode != mCurUIMode) // UIMODE HAS CHANGED
{
mCurUIMode = uimode;
reloadAll();
goToStart();
}
}
bool ViewController::isUIModeFull()
{
return ((mCurUIMode == "Full") && ! Settings::getInstance()->getBool("ForceKiosk"));
}
std::vector<HelpPrompt> ViewController::getHelpPrompts()
{
std::vector<HelpPrompt> prompts;
if(!mCurrentView)
return prompts;
prompts = mCurrentView->getHelpPrompts();
prompts.push_back(HelpPrompt("start", "menu"));
return prompts;
}
HelpStyle ViewController::getHelpStyle()
{
if(!mCurrentView)
return GuiComponent::getHelpStyle();
return mCurrentView->getHelpStyle();
}