ES-DE/src/components/GuiGameList.cpp

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#include "GuiGameList.h"
#include "../InputManager.h"
#include <iostream>
#include "GuiMenu.h"
#define SCREENSHOTWIDTH 256
#define SCREENSHOTHEIGHT 256
GuiGameList::GuiGameList(bool useDetail)
{
std::cout << "Creating GuiGameList\n";
mDetailed = useDetail;
//The GuiGameList can use the older, simple game list if so desired.
//The old view only shows a list in the center of the screen; the new view can display a screenshto and description.
//Those with smaller displays may prefer the older view.
if(mDetailed)
{
mList = new GuiList(Renderer::getScreenWidth() * 0.4, Renderer::getFontHeight(Renderer::LARGE) + 2);
mScreenshot = new GuiImage(Renderer::getScreenWidth() * 0.2 - (SCREENSHOTWIDTH / 2), Renderer::getFontHeight(Renderer::LARGE) + 2);
addChild(mScreenshot);
}else{
mList = new GuiList(0, Renderer::getFontHeight(Renderer::LARGE) + 2);
mScreenshot = NULL;
}
addChild(mList);
setSystemId(0);
Renderer::registerComponent(this);
InputManager::registerComponent(this);
}
GuiGameList::~GuiGameList()
{
Renderer::unregisterComponent(this);
delete mList;
if(mDetailed)
{
delete mScreenshot;
}
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);
//clear the folder stack (I can't look up the proper method right now)
while(mFolderStack.size()){ mFolderStack.pop(); }
mFolder = mSystem->getRootFolder();
updateList();
}
void GuiGameList::onRender()
{
Renderer::drawRect(0, 0, Renderer::getScreenWidth(), Renderer::getScreenHeight(), 0xFFFFFF);
Renderer::drawCenteredText(mSystem->getName(), 0, 1, 0x0000FF, Renderer::LARGE);
if(mDetailed)
{
Renderer::drawRect(Renderer::getScreenWidth() * 0.4, Renderer::getFontHeight(Renderer::LARGE) + 2, 8, Renderer::getScreenHeight(), 0x0000FF);
//if we have selected a non-folder
if(mList->getSelectedObject() && !((FileData*)mList->getSelectedObject())->isFolder())
{
GameData* game = (GameData*)mList->getSelectedObject();
std::string desc = game->getDescription();
if(!desc.empty())
Renderer::drawWrappedText(desc, 2, Renderer::getFontHeight(Renderer::LARGE) + SCREENSHOTHEIGHT + 12, Renderer::getScreenWidth() * 0.4, 0xFF0000);
}
}
}
void GuiGameList::onInput(InputManager::InputButton button, bool keyDown)
{
if(button == InputManager::BUTTON1 && mFolder->getFileCount() > 0)
{
if(!keyDown)
{
FileData* file = (FileData*)mList->getSelectedObject();
if(file->isFolder())
{
//set current directory to this or something
mFolderStack.push(mFolder);
mFolder = (FolderData*)file;
updateList();
}else{
mSystem->launchGame((GameData*)file);
}
}
}
if(button == InputManager::BUTTON2 && keyDown && mFolderStack.size())
{
mFolder = mFolderStack.top();
mFolderStack.pop();
updateList();
}
if(button == InputManager::RIGHT && keyDown)
{
setSystemId(mSystemId + 1);
}
if(button == InputManager::LEFT && keyDown)
{
setSystemId(mSystemId - 1);
}
if(button == InputManager::MENU && keyDown)
{
new GuiMenu(this);
}
if(mDetailed)
{
if(!keyDown && (button == InputManager::UP || button == InputManager::DOWN))
{
if(mList->getSelectedObject() && !((FileData*)mList->getSelectedObject())->isFolder())
{
mScreenshot->setImage(((GameData*)mList->getSelectedObject())->getImagePath());
}else{
mScreenshot->setImage("");
}
}
}
}
void GuiGameList::updateList()
{
if(mDetailed)
mScreenshot->setImage("");
mList->clear();
for(unsigned int i = 0; i < mFolder->getFileCount(); i++)
{
FileData* file = mFolder->getFile(i);
if(file->isFolder())
mList->addObject(file->getName(), file, 0x00C000);
else
mList->addObject(file->getName(), file);
}
}
//these are called when the menu opens/closes
void GuiGameList::onPause()
{
InputManager::unregisterComponent(this);
InputManager::unregisterComponent(mList);
}
void GuiGameList::onResume()
{
InputManager::registerComponent(this);
InputManager::registerComponent(mList);
}