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>
#include "../Log.h"
#include "../Settings.h"
std::vector<FolderData::SortState> GuiGameList::sortStates;
Vector2i GuiGameList::getImagePos()
{
return Vector2i((int)(Renderer::getScreenWidth() * mTheme->getFloat("gameImageOffsetX")), (int)(Renderer::getScreenHeight() * mTheme->getFloat("gameImageOffsetY")));
}
bool GuiGameList::isDetailed() const
{
if(mSystem == NULL)
return false;
return mSystem->hasGamelist();
}
GuiGameList::GuiGameList(Window* window) : GuiComponent(window),
mTheme(new ThemeComponent(mWindow)),
mList(window, 0, 0, Font::get(*window->getResourceManager(), Font::getDefaultPath(), FONT_SIZE_MEDIUM)),
mScreenshot(window),
mDescription(window),
mDescContainer(window),
mTransitionImage(window, 0, 0, "", Renderer::getScreenWidth(), Renderer::getScreenHeight(), true),
sortStateIndex(Settings::getInstance()->getInt("GameListSortIndex"))
{
//first object initializes the vector
if (sortStates.empty()) {
sortStates.push_back(FolderData::SortState(FolderData::compareFileName, true, "file name, ascending"));
sortStates.push_back(FolderData::SortState(FolderData::compareFileName, false, "file name, descending"));
sortStates.push_back(FolderData::SortState(FolderData::compareRating, true, "database rating, ascending"));
sortStates.push_back(FolderData::SortState(FolderData::compareRating, false, "database rating, descending"));
sortStates.push_back(FolderData::SortState(FolderData::compareUserRating, true, "your rating, ascending"));
sortStates.push_back(FolderData::SortState(FolderData::compareUserRating, false, "your rating, descending"));
sortStates.push_back(FolderData::SortState(FolderData::compareTimesPlayed, true, "played least often"));
sortStates.push_back(FolderData::SortState(FolderData::compareTimesPlayed, false, "played most often"));
sortStates.push_back(FolderData::SortState(FolderData::compareLastPlayed, true, "played least recently"));
sortStates.push_back(FolderData::SortState(FolderData::compareLastPlayed, false, "played most recently"));
}
mImageAnimation.addChild(&mScreenshot);
mDescContainer.addChild(&mDescription);
//scale delay with screen width (higher width = more text per line)
//the scroll speed is automatically scaled by component size
mDescContainer.setAutoScroll((int)(1500 + (Renderer::getScreenWidth() * 0.5)), 0.025f);
mTransitionImage.setOffset(Renderer::getScreenWidth(), 0);
mTransitionImage.setOrigin(0, 0);
mTransitionAnimation.addChild(&mTransitionImage);
//a hack! the GuiGameList doesn't use the children system right now because I haven't redone it to do so yet.
//the list depends on knowing it's final window coordinates (getGlobalOffset), which requires knowing the where the GuiGameList is.
//the GuiGameList now moves during screen transitions, so we have to let it know somehow.
//this should be removed in favor of using real children soon.
mList.setParent(this);
setSystemId(0);
}
GuiGameList::~GuiGameList()
{
//undo the parenting hack because otherwise it's not really a child and will try to remove itself on delete
mList.setParent(NULL);
delete mTheme;
}
void GuiGameList::setSystemId(int id)
{
if(SystemData::sSystemVector.size() == 0)
{
LOG(LogError) << "Error - no systems found!";
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
while(mFolderStack.size()){ mFolderStack.pop(); }
mFolder = mSystem->getRootFolder();
updateTheme();
updateList();
updateDetailData();
}
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void GuiGameList::render()
{
if(mTransitionImage.getOffset().x > 0) //transitioning in from the left
mOffset.x = mTransitionImage.getOffset().x - Renderer::getScreenWidth();
else //transitioning in from the right
mOffset.x = mTransitionImage.getOffset().x + Renderer::getScreenWidth();
Renderer::translate(mOffset);
if(mTheme)
mTheme->render();
std::shared_ptr<Font> headerFont = Font::get(*mWindow->getResourceManager(), Font::getDefaultPath(), FONT_SIZE_LARGE);
//header
if(!mTheme->getBool("hideHeader"))
headerFont->drawCenteredText(mSystem->getDescName(), 0, 1, 0xFF0000FF);
if(isDetailed())
{
//divider
if(!mTheme->getBool("hideDividers"))
Renderer::drawRect((int)(Renderer::getScreenWidth() * mTheme->getFloat("listOffsetX")) - 4, headerFont->getHeight() + 2, 8, Renderer::getScreenHeight(), 0x0000FFFF);
mScreenshot.render();
mDescContainer.render();
}
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mList.render();
Renderer::translate(-mOffset);
mTransitionImage.render();
}
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bool GuiGameList::input(InputConfig* config, Input input)
{
mList.input(config, input);
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if(config->isMappedTo("a", input) && mFolder->getFileCount() > 0 && input.value != 0)
{
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//play select sound
mTheme->getSound("menuSelect")->play();
FileData* file = mList.getSelectedObject();
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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();
updateDetailData();
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return true;
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}else{
mList.stopScrolling();
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//wait for the sound to finish or we'll never hear it...
while(mTheme->getSound("menuSelect")->isPlaying());
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mSystem->launchGame(mWindow, (GameData*)file);
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return true;
}
}
//if there's something on the directory stack, return to it
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if(config->isMappedTo("b", input) && input.value != 0 && mFolderStack.size())
{
mFolder = mFolderStack.top();
mFolderStack.pop();
updateList();
updateDetailData();
//play the back sound
mTheme->getSound("menuBack")->play();
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return true;
}
//only allow switching systems if more than one exists (otherwise it'll reset your position when you switch and it's annoying)
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if(SystemData::sSystemVector.size() > 1 && input.value != 0)
{
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if(config->isMappedTo("right", input))
{
setSystemId(mSystemId + 1);
doTransition(-1);
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return true;
}
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if(config->isMappedTo("left", input))
{
setSystemId(mSystemId - 1);
doTransition(1);
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return true;
}
}
//change sort order
if(config->isMappedTo("sortordernext", input) && input.value != 0) {
setNextSortIndex();
//std::cout << "Sort order is " << FolderData::getSortStateName(sortStates.at(sortStateIndex).comparisonFunction, sortStates.at(sortStateIndex).ascending) << std::endl;
}
else if(config->isMappedTo("sortorderprevious", input) && input.value != 0) {
setPreviousSortIndex();
//std::cout << "Sort order is " << FolderData::getSortStateName(sortStates.at(sortStateIndex).comparisonFunction, sortStates.at(sortStateIndex).ascending) << std::endl;
}
//open the "start menu"
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if(config->isMappedTo("menu", input) && input.value != 0)
{
mWindow->pushGui(new GuiMenu(mWindow, this));
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return true;
}
//open the fast select menu
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if(config->isMappedTo("select", input) && input.value != 0)
{
mWindow->pushGui(new GuiFastSelect(mWindow, this, &mList, mList.getSelectedObject()->getName()[0], mTheme));
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return true;
}
if(isDetailed())
{
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if(config->isMappedTo("up", input) || config->isMappedTo("down", input) || config->isMappedTo("pageup", input) || config->isMappedTo("pagedown", input))
{
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if(input.value == 0)
updateDetailData();
else
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clearDetailData();
}
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return true;
}
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return false;
}
const FolderData::SortState & GuiGameList::getSortState() const
{
return sortStates.at(sortStateIndex);
}
void GuiGameList::setSortIndex(size_t index)
{
//make the index valid
if (index >= sortStates.size()) {
index = 0;
}
if (index != sortStateIndex) {
//get sort state from vector and sort list
sortStateIndex = index;
sort(sortStates.at(sortStateIndex).comparisonFunction, sortStates.at(sortStateIndex).ascending);
}
//save new index to settings
Settings::getInstance()->setInt("GameListSortIndex", sortStateIndex);
}
void GuiGameList::setNextSortIndex()
{
//make the index wrap around
if ((sortStateIndex - 1) >= sortStates.size()) {
setSortIndex(0);
}
setSortIndex(sortStateIndex + 1);
}
void GuiGameList::setPreviousSortIndex()
{
//make the index wrap around
if (((int)sortStateIndex - 1) < 0) {
setSortIndex(sortStates.size() - 1);
}
setSortIndex(sortStateIndex - 1);
}
void GuiGameList::sort(FolderData::ComparisonFunction & comparisonFunction, bool ascending)
{
//resort list and update it
mFolder->sort(comparisonFunction, ascending);
updateList();
updateDetailData();
}
void GuiGameList::updateList()
{
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->getColor("secondary"));
else
mList.addObject(file->getName(), file, mTheme->getColor("primary"));
}
}
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std::string GuiGameList::getThemeFile()
{
std::string themePath;
themePath = getHomePath();
themePath += "/.emulationstation/" + mSystem->getName() + "/theme.xml";
if(boost::filesystem::exists(themePath))
return themePath;
themePath = mSystem->getStartPath() + "/theme.xml";
if(boost::filesystem::exists(themePath))
return themePath;
themePath = getHomePath();
themePath += "/.emulationstation/es_theme.xml";
if(boost::filesystem::exists(themePath))
return themePath;
return "";
}
void GuiGameList::updateTheme()
{
mTheme->readXML(getThemeFile(), isDetailed());
mList.setSelectorColor(mTheme->getColor("selector"));
mList.setSelectedTextColor(mTheme->getColor("selected"));
mList.setScrollSound(mTheme->getSound("menuScroll"));
mList.setFont(mTheme->getListFont());
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mList.setOffset(0, Font::get(*mWindow->getResourceManager(), Font::getDefaultPath(), FONT_SIZE_LARGE)->getHeight() + 2);
if(isDetailed())
{
mList.setCentered(mTheme->getBool("listCentered"));
mList.setOffset((int)(mTheme->getFloat("listOffsetX") * Renderer::getScreenWidth()), mList.getOffset().y);
mList.setTextOffsetX((int)(mTheme->getFloat("listTextOffsetX") * Renderer::getScreenWidth()));
mScreenshot.setOffset((int)(mTheme->getFloat("gameImageOffsetX") * Renderer::getScreenWidth()), (int)(mTheme->getFloat("gameImageOffsetY") * Renderer::getScreenHeight()));
mScreenshot.setOrigin(mTheme->getFloat("gameImageOriginX"), mTheme->getFloat("gameImageOriginY"));
mScreenshot.setResize((int)mTheme->getFloat("gameImageWidth"), (int)mTheme->getFloat("gameImageHeight"), false);
mDescription.setColor(mTheme->getColor("description"));
mDescription.setFont(mTheme->getDescriptionFont());
}else{
mList.setCentered(true);
mList.setOffset(0, mList.getOffset().y);
mList.setTextOffsetX(0);
}
}
void GuiGameList::updateDetailData()
{
if(!isDetailed())
{
mScreenshot.setImage("");
mDescription.setText("");
}else{
//if we've selected a game
if(mList.getSelectedObject() && !mList.getSelectedObject()->isFolder())
{
//set image to either "not found" image or metadata image
if(((GameData*)mList.getSelectedObject())->getImagePath().empty())
mScreenshot.setImage(mTheme->getString("imageNotFoundPath"));
else
mScreenshot.setImage(((GameData*)mList.getSelectedObject())->getImagePath());
Vector2i imgOffset = Vector2i((int)(Renderer::getScreenWidth() * 0.10f), 0);
mScreenshot.setOffset(getImagePos() - imgOffset);
mImageAnimation.fadeIn(35);
mImageAnimation.move(imgOffset.x, imgOffset.y, 20);
mDescContainer.setOffset(Vector2i((int)(Renderer::getScreenWidth() * 0.03), getImagePos().y + mScreenshot.getSize().y + 12));
mDescContainer.setSize(Vector2u((int)(Renderer::getScreenWidth() * (mTheme->getFloat("listOffsetX") - 0.03)), Renderer::getScreenHeight() - mDescContainer.getOffset().y));
mDescContainer.setScrollPos(Vector2d(0, 0));
mDescContainer.resetAutoScrollTimer();
mDescription.setOffset(0, 0);
mDescription.setExtent(Vector2u((int)(Renderer::getScreenWidth() * (mTheme->getFloat("listOffsetX") - 0.03)), 0));
mDescription.setText(((GameData*)mList.getSelectedObject())->getDescription());
}else{
mScreenshot.setImage("");
mDescription.setText("");
}
}
}
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void GuiGameList::clearDetailData()
{
if(isDetailed())
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{
mImageAnimation.fadeOut(35);
mDescription.setText("");
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}
}
//called when the renderer shuts down/returns
//we have to manually call init/deinit on mTheme because it is not our child
void GuiGameList::deinit()
{
mScreenshot.deinit();
mTheme->deinit();
}
void GuiGameList::init()
{
mTheme->init();
mScreenshot.init();
}
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GuiGameList* GuiGameList::create(Window* window)
{
GuiGameList* list = new GuiGameList(window);
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window->pushGui(list);
return list;
}
void GuiGameList::update(int deltaTime)
{
mImageAnimation.update(deltaTime);
mTransitionAnimation.update(deltaTime);
mList.update(deltaTime);
mDescContainer.update(deltaTime);
}
void GuiGameList::doTransition(int dir)
{
mTransitionImage.copyScreen();
mTransitionImage.setOpacity(255);
mTransitionImage.setOffset(0, 0);
mTransitionAnimation.move(Renderer::getScreenWidth() * dir, 0, 50);
}