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# ifndef _GUIGAMELIST_H_
# define _GUIGAMELIST_H_
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# include "../GuiComponent.h"
# include "TextListComponent.h"
# include "ImageComponent.h"
# include "ThemeComponent.h"
# include "AnimationComponent.h"
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# include "TextComponent.h"
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# include <string>
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# include <stack>
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# include "../SystemData.h"
# include "../GameData.h"
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# include "../FolderData.h"
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//This is where the magic happens - GuiGameList is the parent of almost every graphical element in ES at the moment.
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//It has a TextListComponent child that handles the game list, a ThemeComponent that handles the theming system, and an ImageComponent for game images.
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class GuiGameList : public GuiComponent
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{
public :
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GuiGameList ( Window * window , bool useDetail = false ) ;
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virtual ~ GuiGameList ( ) ;
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void setSystemId ( int id ) ;
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bool input ( InputConfig * config , Input input ) ;
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void update ( int deltaTime ) ;
void render ( ) ;
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void init ( ) ;
void deinit ( ) ;
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void updateDetailData ( ) ;
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static GuiGameList * create ( Window * window ) ;
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static const float sInfoWidth ;
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private :
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void updateList ( ) ;
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void updateTheme ( ) ;
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void clearDetailData ( ) ;
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void doTransition ( int dir ) ;
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std : : string getThemeFile ( ) ;
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SystemData * mSystem ;
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FolderData * mFolder ;
std : : stack < FolderData * > mFolderStack ;
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int mSystemId ;
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bool mDetailed ;
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TextListComponent < FileData * > * mList ;
ImageComponent * mScreenshot ;
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TextComponent mDescription ;
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AnimationComponent * mImageAnimation ;
ThemeComponent * mTheme ;
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ImageComponent mTransitionImage ;
AnimationComponent mTransitionAnimation ;
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Vector2i getImagePos ( ) ;
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} ;
# endif