ES-DE/src/views/SystemView.cpp

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#include "SystemView.h"
#include "../SystemData.h"
#include "../Renderer.h"
#include "../Log.h"
#include "../Window.h"
#include "ViewController.h"
#include "../animations/LambdaAnimation.h"
#include "../SystemData.h"
#include "../Util.h"
#define SELECTED_SCALE 1.5f
#define LOGO_PADDING ((logoSize().x() * (SELECTED_SCALE - 1)/2) + (mSize.x() * 0.06f))
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#define BAND_HEIGHT (logoSize().y() * SELECTED_SCALE)
SystemView::SystemView(Window* window) : IList<SystemViewData, SystemData*>(window, LIST_SCROLL_STYLE_SLOW, LIST_ALWAYS_LOOP),
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mSystemInfo(window, "SYSTEM INFO", Font::get(FONT_SIZE_SMALL), 0x33333300, TextComponent::ALIGN_CENTER)
{
mCamOffset = 0;
setSize((float)Renderer::getScreenWidth(), (float)Renderer::getScreenHeight());
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mSystemInfo.setSize(mSize.x(), mSystemInfo.getSize().y() * 2.f);
mSystemInfo.setPosition(0, (mSize.y() + BAND_HEIGHT) / 2);
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//const float sysInfoHeight = mSystemInfo.getSize().y() * 1.3f;
//mSystemInfo.setSize(mSize.x(), sysInfoHeight);
//mSystemInfo.setPosition(0, (mSize.y() - BAND_HEIGHT) / 2 + BAND_HEIGHT - sysInfoHeight);
populate();
}
void SystemView::populate()
{
mEntries.clear();
for(auto it = SystemData::sSystemVector.begin(); it != SystemData::sSystemVector.end(); it++)
{
const std::shared_ptr<ThemeData>& theme = (*it)->getTheme();
Entry e;
e.name = (*it)->getName();
e.object = *it;
// make logo
if(theme->getElement("system", "logo", "image"))
{
ImageComponent* logo = new ImageComponent(mWindow);
logo->setMaxSize(logoSize());
logo->applyTheme((*it)->getTheme(), "system", "logo", ThemeFlags::PATH);
logo->setPosition((logoSize().x() - logo->getSize().x()) / 2, (logoSize().y() - logo->getSize().y()) / 2); // center
e.data.logo = std::shared_ptr<GuiComponent>(logo);
ImageComponent* logoSelected = new ImageComponent(mWindow);
logoSelected->setMaxSize(logoSize() * SELECTED_SCALE);
logoSelected->applyTheme((*it)->getTheme(), "system", "logo", ThemeFlags::PATH);
logoSelected->setPosition((logoSize().x() - logoSelected->getSize().x()) / 2,
(logoSize().y() - logoSelected->getSize().y()) / 2); // center
e.data.logoSelected = std::shared_ptr<GuiComponent>(logoSelected);
}else{
// no logo in theme; use text
TextComponent* text = new TextComponent(mWindow,
(*it)->getName(),
Font::get(FONT_SIZE_LARGE),
0x000000FF,
TextComponent::ALIGN_CENTER);
text->setSize(logoSize());
e.data.logo = std::shared_ptr<GuiComponent>(text);
TextComponent* textSelected = new TextComponent(mWindow,
(*it)->getName(),
Font::get((int)(FONT_SIZE_LARGE * SELECTED_SCALE)),
0x000000FF,
TextComponent::ALIGN_CENTER);
textSelected->setSize(logoSize());
e.data.logoSelected = std::shared_ptr<GuiComponent>(textSelected);
}
// make background extras
e.data.backgroundExtras = std::shared_ptr<ThemeExtras>(new ThemeExtras(mWindow));
e.data.backgroundExtras->setExtras(ThemeData::makeExtras((*it)->getTheme(), "system", mWindow));
this->add(e);
}
}
void SystemView::goToSystem(SystemData* system)
{
setCursor(system);
}
bool SystemView::input(InputConfig* config, Input input)
{
if(input.value != 0)
{
if(config->isMappedTo("left", input))
{
listInput(-1);
return true;
}
if(config->isMappedTo("right", input))
{
listInput(1);
return true;
}
if(config->isMappedTo("a", input))
{
stopScrolling();
mWindow->getViewController()->goToGameList(getSelected());
return true;
}
}else{
if(config->isMappedTo("left", input) || config->isMappedTo("right", input))
listInput(0);
}
return GuiComponent::input(config, input);
}
void SystemView::update(int deltaTime)
{
listUpdate(deltaTime);
GuiComponent::update(deltaTime);
}
void SystemView::onCursorChanged(const CursorState& state)
{
float startPos = mCamOffset;
float posMax = (float)mEntries.size();
float target = (float)mCursor;
// what's the shortest way to get to our target?
// it's one of these...
float endPos = target; // directly
float dist = abs(endPos - startPos);
if(abs(target + posMax - startPos) < dist)
endPos = target + posMax; // loop around the end (0 -> max)
if(abs(target - posMax - startPos) < dist)
endPos = target - posMax; // loop around the start (max - 1 -> -1)
Animation* anim = new LambdaAnimation(
[startPos, endPos, posMax, this] (float t)
{
t -= 1;
float f = lerp<float>(startPos, endPos, t*t*t + 1);
if(f < 0)
f += posMax;
if(f >= posMax)
f -= posMax;
this->mCamOffset = f;
}, 500);
setAnimation(anim, 0, nullptr, false, 0);
// animate mSystemInfo's opacity (fade out, wait, fade back in)
cancelAnimation(1);
cancelAnimation(2);
const float infoStartOpacity = mSystemInfo.getOpacity() / 255.f;
Animation* infoFadeOut = new LambdaAnimation(
[infoStartOpacity, this] (float t)
{
mSystemInfo.setOpacity((unsigned char)(lerp<float>(infoStartOpacity, 0.f, t) * 255));
}, (int)(infoStartOpacity * 300));
// also change the text after we've fully faded out
setAnimation(infoFadeOut, 0, [this] {
std::stringstream ss;
unsigned int gameCount = getSelected()->getGameCount();
// only display a game count if there are at least 2 games
if(gameCount > 1)
ss << gameCount << " GAMES AVAILABLE";
mSystemInfo.setText(ss.str());
}, false, 1);
Animation* infoFadeIn = new LambdaAnimation(
[this] (float t)
{
mSystemInfo.setOpacity((unsigned char)(lerp<float>(0.f, 1.f, t) * 255));
}, 300);
// wait 600ms to fade in
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setAnimation(infoFadeIn, 2000, nullptr, false, 2);
}
void SystemView::render(const Eigen::Affine3f& parentTrans)
{
if(size() == 0)
return;
Eigen::Affine3f trans = getTransform() * parentTrans;
// draw the list elements (titles, backgrounds, logos)
const float logoSizeX = logoSize().x() + LOGO_PADDING;
int logoCount = (int)(mSize.x() / logoSizeX) + 2; // how many logos we need to draw
int center = (int)(mCamOffset);
// draw background extras
Eigen::Affine3f extrasTrans = trans;
for(int i = center - 1; i < center + 2; i++)
{
int index = i;
while(index < 0)
index += mEntries.size();
while(index >= (int)mEntries.size())
index -= mEntries.size();
extrasTrans.translation() = trans.translation() + Eigen::Vector3f((i - mCamOffset) * mSize.x(), 0, 0);
mEntries.at(index).data.backgroundExtras->render(extrasTrans);
}
// draw logos
float xOff = (mSize.x() - logoSize().x())/2 - (mCamOffset * logoSizeX);
float yOff = (mSize.y() - logoSize().y())/2;
// background behind the logos
Renderer::setMatrix(trans);
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Renderer::drawRect(0.f, (mSize.y() - BAND_HEIGHT) / 2, mSize.x(), BAND_HEIGHT, 0xFFFFFFD8);
Eigen::Affine3f logoTrans = trans;
for(int i = center - logoCount/2; i < center + logoCount/2 + 1; i++)
{
int index = i;
while(index < 0)
index += mEntries.size();
while(index >= (int)mEntries.size())
index -= mEntries.size();
logoTrans.translation() = trans.translation() + Eigen::Vector3f(i * logoSizeX + xOff, yOff, 0);
if(index == mCursor) //scale our selection up
{
// selected
const std::shared_ptr<GuiComponent>& comp = mEntries.at(index).data.logoSelected;
comp->setOpacity(0xFF);
comp->render(logoTrans);
}else{
// not selected
const std::shared_ptr<GuiComponent>& comp = mEntries.at(index).data.logo;
comp->setOpacity(0x80);
comp->render(logoTrans);
}
}
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Renderer::setMatrix(trans);
Renderer::drawRect(mSystemInfo.getPosition().x(), mSystemInfo.getPosition().y() - 1, mSize.x(), mSystemInfo.getSize().y(), 0xDDDDDD00 | (unsigned char)(mSystemInfo.getOpacity() / 255.f * 0xD8));
//Renderer::drawRect(mSystemInfo.getPosition().x() + mSize.x() * 0.025f, mSystemInfo.getPosition().y() - 1, mSize.x() * 0.95f, 2.f, 0x777777FF);
mSystemInfo.render(trans);
}
std::vector<HelpPrompt> SystemView::getHelpPrompts()
{
std::vector<HelpPrompt> prompts;
prompts.push_back(HelpPrompt("left/right", "choose"));
prompts.push_back(HelpPrompt("a", "select"));
return prompts;
}