ES-DE/src/components/GuiGameList.cpp

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#include "GuiGameList.h"
#include "../InputManager.h"
#include <iostream>
GuiGameList::GuiGameList()
{
std::cout << "Creating GuiGameList\n";
mList = new GuiList();
addChild(mList);
setSystemId(0);
Renderer::registerComponent(this);
InputManager::registerComponent(this);
}
GuiGameList::~GuiGameList()
{
Renderer::unregisterComponent(this);
delete mList;
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);
updateList();
}
void GuiGameList::onRender()
{
Renderer::drawRect(0, 0, Renderer::getScreenWidth(), Renderer::getScreenHeight(), 0xFFFFFF);
Renderer::drawCenteredText(mSystem->getName(), 2, 0x0000FF);
}
void GuiGameList::onInput(InputManager::InputButton button, bool keyDown)
{
if(button == InputManager::BUTTON1 && mSystem->getGameCount() > 0)
{
if(!keyDown)
mSystem->launchGame(mList->getSelection());
}
if(button == InputManager::RIGHT && keyDown)
{
setSystemId(mSystemId + 1);
}
if(button == InputManager::LEFT && keyDown)
{
setSystemId(mSystemId - 1);
}
}
void GuiGameList::updateList()
{
mList->clear();
for(unsigned int i = 0; i < mSystem->getGameCount(); i++)
{
GameData* game = mSystem->getGame(i);
mList->addObject(game->getName(), game);
}
}