mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2024-11-22 06:05:38 +00:00
Bug fixes and a few minor requested changes.
See changelog.txt (August 13, part 2) for specifics.
This commit is contained in:
parent
aefefd5bff
commit
06dd1a9f60
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@ -6,6 +6,8 @@ A simple front-end for emulators made with SDL, designed for controller navigati
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RetroArch for the Raspberry Pi can be found here: https://github.com/ToadKing/RetroArch-Rpi
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I'm not associated with RetroArch in any way!
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If you're lazy, a cool guy named petrockblog made a script which automatically installs RetroArch, its cores, and ES: https://github.com/petrockblog/RetroPie-Setup
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Building
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========
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@ -51,6 +53,7 @@ The path element should be the absolute path of the ROM. Special characters SHOU
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The switch `--gamelist-only` can be used to skip automatic searching, and only display games defined in the system's gamelist.xml.
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A cool guy named Pendor made a scraper which automatically generates a gamelist.xml for you, with boxart automatically downloaded: https://github.com/jpzapa/ES-thegamesdb-scraper
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Themes
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======
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@ -66,6 +66,8 @@ Display tags must be at the root of the <theme> tree - for example, they can't b
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`<listSelectorColor>` - the hex color to use for the "selector bar" on the GuiGameList.
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`<listLeftAlign />` - if present, the games list names will be left aligned to $infoWidth.
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`<hideHeader />` - if present, the system name header won't be displayed (useful for replacing it with an image).
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`<hideDividers />` - if present, the divider between games on the detailed GuiGameList won't be displayed.
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@ -74,11 +76,10 @@ Display tags must be at the root of the <theme> tree - for example, they can't b
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List of variables
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=================
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Variables can be used in position and dimension definitions. They can be added, subtracted, multiplied, and divided. Parenthesis are valid.
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Variables can be used in position and dimension definitions. They can be added, subtracted, multiplied, and divided. Parenthesis are valid. They are a percentage of the screen.
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Currently, there's only one variable defined:
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`$headerHeight` - height of the system name header.
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`$infoWidth` - where the center of the horizontal divider is drawn.
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-Aloshi
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http://www.aloshi.com
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@ -3,6 +3,15 @@ August 13
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-I've added a THEMES.md file for documentation on theming.
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-A CREDITS.md file.
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-Fixed theme defaults not resetting when theme changes.
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-The game image on the GuiGameList now maintains its alpha channel.
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-Descriptions can now contain newline characters.
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-Changed the size of the game info column to be 50% of the screen (previously 40%).
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-Adjusted description to have a 3% left and right margins.
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-Added $infoWidth variable for playing with the size of the game info column.
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-Added <listLeftAlign /> tag that makes the game list left aligned instead of centered.
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-Made Renderer::LARGE (header) fontsize slightly bigger
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August 12
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-If a theme.xml is not found in a system's directory, ES will now check for $HOME/.emulationstation/es_theme.xml. If present, it will load that.
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-Themes can now be used without the detailed GuiGameList.
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@ -11,6 +11,7 @@ TTF_Font* Renderer::fonts[3];
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int Renderer::fontHeight[3];
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//a utility function to convert an int (usually defined as hex) to the SDL color struct
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SDL_Color getSDLColor(int& color)
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{
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char* c = (char*)(&color);
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@ -23,8 +24,6 @@ SDL_Color getSDLColor(int& color)
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return ret;
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}
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void Renderer::drawRect(int x, int y, int h, int w, int color)
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{
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SDL_Rect rect = {x, y, h, w};
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@ -43,8 +42,7 @@ bool Renderer::loadFonts()
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std::cerr << fontPath << " (which may not exist).\n";
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}
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//int sizeArray[] = {Renderer::getScreenHeight() * 0.025, Renderer::getScreenHeight() * 0.05, Renderer::getScreenHeight() * 0.075};
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int sizeArray[] = {Renderer::getScreenWidth() * 0.015, Renderer::getScreenWidth() * 0.03, Renderer::getScreenWidth() * 0.05};
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int sizeArray[] = {Renderer::getScreenWidth() * 0.015, Renderer::getScreenWidth() * 0.03, Renderer::getScreenWidth() * 0.062};
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//the three here should be the font count but, again, I don't remember the syntax
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@ -117,6 +115,7 @@ void Renderer::drawCenteredText(std::string text, int xOffset, int y, int color,
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}
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//this could probably be optimized
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//draws text and ensures it's never longer than xLen
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void Renderer::drawWrappedText(std::string text, int xStart, int yStart, int xLen, int color, FontSize fontsize)
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{
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if(!loadedFonts)
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std::string line, word, temp;
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int w, h;
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size_t space;
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size_t space, newline;
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while(text.length() > 0 || !line.empty())
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while(text.length() > 0 || !line.empty()) //while there's text or we still have text to render
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{
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space = text.find(' ', 0);
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if(space == std::string::npos)
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space = text.length() - 1;
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word = text.substr(0, space + 1);
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text.erase(0, space + 1);
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//check if the next word contains a newline
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newline = word.find('\n', 0);
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if(newline != std::string::npos)
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{
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word = word.substr(0, newline);
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text.erase(0, newline + 1);
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}else{
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text.erase(0, space + 1);
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}
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temp = line + word;
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TTF_SizeText(font, temp.c_str(), &w, &h);
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if(w <= xLen && text.length() == 0)
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//if we're on the last word and it'll fit on the line, just add it to the line
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if((w <= xLen && text.length() == 0) || newline != std::string::npos)
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{
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line = temp;
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word = "";
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}
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if(w > xLen || text.length() == 0)
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//if the next line will be too long or we're on the last of the text, render it
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if(w > xLen || text.length() == 0 || newline != std::string::npos)
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{
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//render line now
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drawText(line, xStart, y, color, fontsize);
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if(w > 0) //make sure it's not blank
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drawText(line, xStart, y, color, fontsize);
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//increment y by height and some extra padding for the next line
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y += h + 4;
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//draw the word we skipped on the next line
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//move the word we skipped to the next line
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line = word;
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}else{
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//there's still space, continue
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//there's still space, continue building the line
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line = temp;
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}
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@ -11,6 +11,8 @@
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extern float FRAMERATE;
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#endif
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const float GuiGameList::sInfoWidth = 0.5;
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GuiGameList::GuiGameList(bool useDetail)
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{
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std::cout << "Creating GuiGameList\n";
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//Those with smaller displays may prefer the older view.
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if(mDetailed)
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{
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mList = new GuiList<FileData*>(Renderer::getScreenWidth() * 0.4, Renderer::getFontHeight(Renderer::LARGE) + 2);
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mList = new GuiList<FileData*>(Renderer::getScreenWidth() * sInfoWidth, Renderer::getFontHeight(Renderer::LARGE) + 2);
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mScreenshot = new GuiImage(Renderer::getScreenWidth() * 0.2, Renderer::getFontHeight(Renderer::LARGE) + 2, "", Renderer::getScreenWidth() * 0.3);
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mScreenshot->setOrigin(0.5, 0.0);
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mScreenshot->setAlpha(true); //slower, but requested
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addChild(mScreenshot);
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}else{
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mList = new GuiList<FileData*>(0, Renderer::getFontHeight(Renderer::LARGE) + 2);
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if(mDetailed)
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{
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//divider
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if(!mTheme->getDividersHidden())
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Renderer::drawRect(Renderer::getScreenWidth() * 0.4, Renderer::getFontHeight(Renderer::LARGE) + 2, 8, Renderer::getScreenHeight(), 0x0000FF);
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Renderer::drawRect(Renderer::getScreenWidth() * sInfoWidth - 4, Renderer::getFontHeight(Renderer::LARGE) + 2, 8, Renderer::getScreenHeight(), 0x0000FF);
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//if we have selected a non-folder
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if(mList->getSelectedObject() && !mList->getSelectedObject()->isFolder())
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//todo: cache this
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std::string desc = game->getDescription();
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if(!desc.empty())
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Renderer::drawWrappedText(desc, 2, Renderer::getFontHeight(Renderer::LARGE) + mScreenshot->getHeight() + 10, Renderer::getScreenWidth() * 0.4, mTheme->getDescColor(), Renderer::SMALL);
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Renderer::drawWrappedText(desc, Renderer::getScreenWidth() * 0.03, Renderer::getFontHeight(Renderer::LARGE) + mScreenshot->getHeight() + 10, Renderer::getScreenWidth() * 0.47, mTheme->getDescColor(), Renderer::SMALL);
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}
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}
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}
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if(!keyDown)
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{
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FileData* file = mList->getSelectedObject();
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if(file->isFolder())
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if(file->isFolder()) //if you selected a folder, add this directory to the stack, and use the selected one
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{
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//set current directory to this or something
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mFolderStack.push(mFolder);
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mFolder = (FolderData*)file;
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updateList();
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}
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}
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//if there's something on the directory stack, return to it
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if(button == InputManager::BUTTON2 && keyDown && mFolderStack.size())
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{
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mFolder = mFolderStack.top();
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mTheme->readXML(""); //clears any current theme
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mList->setSelectorColor(mTheme->getSelectorColor());
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mList->setCentered(mTheme->getListCentered());
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}
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void GuiGameList::updateDetailData()
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void onPause();
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void onResume();
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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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mFont = fontsize;
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mSelectorColor = 0x000000;
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mDrawCentered = true;
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InputManager::registerComponent(this);
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}
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}
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ListRow row = mRowVector.at((unsigned int)i);
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Renderer::drawCenteredText(row.name, mOffsetX, y, row.color, mFont);
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if(mDrawCentered)
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Renderer::drawCenteredText(row.name, mOffsetX, y, row.color, mFont);
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else
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Renderer::drawText(row.name, mOffsetX, y, row.color, mFont);
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y += entrySize;
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}
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}
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{
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mSelectorColor = selectorColor;
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}
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template<typename listType>
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void GuiList<listType>::setCentered(bool centered)
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{
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mDrawCentered = centered;
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}
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int getSelection();
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void setSelectorColor(int selectorColor);
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void setCentered(bool centered);
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private:
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int mScrollDir, mScrollAccumulator;
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bool mScrolling;
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Renderer::FontSize mFont;
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int mSelectorColor;
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bool mDrawCentered;
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int mOffsetX, mOffsetY;
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@ -1,6 +1,7 @@
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#include "GuiTheme.h"
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#include "../MathExp.h"
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#include <iostream>
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#include "GuiGameList.h"
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#include "GuiImage.h"
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#include <boost/filesystem.hpp>
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#include <sstream>
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int GuiTheme::getDescColor() { return mDescColor; }
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bool GuiTheme::getHeaderHidden() { return mHideHeader; }
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bool GuiTheme::getDividersHidden() { return mHideDividers; }
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bool GuiTheme::getListCentered() { return mListCentered; }
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GuiTheme::GuiTheme(std::string path)
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{
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mListPrimaryColor = 0x0000FF;
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mListSecondaryColor = 0x00FF00;
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mListSelectorColor = 0x000000;
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mDescColor = 0x0000FF;
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mHideHeader = false;
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mHideDividers = false;
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setDefaults();
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if(!path.empty())
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readXML(path);
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deleteComponents();
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}
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void GuiTheme::setDefaults()
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{
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mListPrimaryColor = 0x0000FF;
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mListSecondaryColor = 0x00FF00;
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mListSelectorColor = 0x000000;
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mDescColor = 0x0000FF;
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mHideHeader = false;
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mHideDividers = false;
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mListCentered = true;
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}
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void GuiTheme::deleteComponents()
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{
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for(unsigned int i = 0; i < mComponentVector.size(); i++)
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if(mPath == path)
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return;
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setDefaults();
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deleteComponents();
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mPath = path;
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mDescColor = resolveColor(root.child("descColor").text().get(), 0x0000FF);
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mHideHeader = root.child("hideHeader");
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mHideDividers = root.child("hideDividers");
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mListCentered = !root.child("listLeftAlign");
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for(pugi::xml_node data = root.child("component"); data; data = data.next_sibling("component"))
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{
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//set variables
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exp.setVariable("headerHeight", Renderer::getFontHeight(Renderer::LARGE) / Renderer::getScreenHeight());
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exp.setVariable("infoWidth", GuiGameList::sInfoWidth);
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return exp.eval();
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}
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@ -177,7 +188,6 @@ int GuiTheme::resolveColor(std::string str, int defaultColor)
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ss << std::hex << str;
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ss >> ret;
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std::cout << "resolved " << str << " to " << ret << "\n";
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return ret;
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}
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@ -18,7 +18,9 @@ public:
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int getDescColor();
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bool getHeaderHidden();
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bool getDividersHidden();
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bool getListCentered();
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private:
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void setDefaults();
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void deleteComponents();
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GuiComponent* createElement(pugi::xml_node data, GuiComponent* parent);
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@ -32,7 +34,7 @@ private:
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std::vector<GuiComponent*> mComponentVector;
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std::string mPath;
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int mListPrimaryColor, mListSecondaryColor, mListSelectorColor, mDescColor;
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bool mHideHeader, mHideDividers;
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bool mHideHeader, mHideDividers, mListCentered;
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};
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#endif
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