Bug fixes and a few minor requested changes.

See changelog.txt (August 13, part 2) for specifics.
This commit is contained in:
Aloshi 2012-08-13 20:27:39 -05:00
parent aefefd5bff
commit 06dd1a9f60
10 changed files with 87 additions and 30 deletions

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@ -6,6 +6,8 @@ A simple front-end for emulators made with SDL, designed for controller navigati
RetroArch for the Raspberry Pi can be found here: https://github.com/ToadKing/RetroArch-Rpi
I'm not associated with RetroArch in any way!
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
Building
========
@ -51,6 +53,7 @@ The path element should be the absolute path of the ROM. Special characters SHOU
The switch `--gamelist-only` can be used to skip automatic searching, and only display games defined in the system's gamelist.xml.
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
Themes
======

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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
`<listSelectorColor>` - the hex color to use for the "selector bar" on the GuiGameList.
`<listLeftAlign />` - if present, the games list names will be left aligned to $infoWidth.
`<hideHeader />` - if present, the system name header won't be displayed (useful for replacing it with an image).
`<hideDividers />` - if present, the divider between games on the detailed GuiGameList won't be displayed.
@ -74,11 +76,10 @@ Display tags must be at the root of the <theme> tree - for example, they can't b
List of variables
=================
Variables can be used in position and dimension definitions. They can be added, subtracted, multiplied, and divided. Parenthesis are valid.
Variables can be used in position and dimension definitions. They can be added, subtracted, multiplied, and divided. Parenthesis are valid. They are a percentage of the screen.
Currently, there's only one variable defined:
`$headerHeight` - height of the system name header.
`$infoWidth` - where the center of the horizontal divider is drawn.
-Aloshi
http://www.aloshi.com

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@ -3,6 +3,15 @@ August 13
-I've added a THEMES.md file for documentation on theming.
-A CREDITS.md file.
-Fixed theme defaults not resetting when theme changes.
-The game image on the GuiGameList now maintains its alpha channel.
-Descriptions can now contain newline characters.
-Changed the size of the game info column to be 50% of the screen (previously 40%).
-Adjusted description to have a 3% left and right margins.
-Added $infoWidth variable for playing with the size of the game info column.
-Added <listLeftAlign /> tag that makes the game list left aligned instead of centered.
-Made Renderer::LARGE (header) fontsize slightly bigger
August 12
-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.
-Themes can now be used without the detailed GuiGameList.

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@ -11,6 +11,7 @@ TTF_Font* Renderer::fonts[3];
int Renderer::fontHeight[3];
//a utility function to convert an int (usually defined as hex) to the SDL color struct
SDL_Color getSDLColor(int& color)
{
char* c = (char*)(&color);
@ -23,8 +24,6 @@ SDL_Color getSDLColor(int& color)
return ret;
}
void Renderer::drawRect(int x, int y, int h, int w, int color)
{
SDL_Rect rect = {x, y, h, w};
@ -43,8 +42,7 @@ bool Renderer::loadFonts()
std::cerr << fontPath << " (which may not exist).\n";
}
//int sizeArray[] = {Renderer::getScreenHeight() * 0.025, Renderer::getScreenHeight() * 0.05, Renderer::getScreenHeight() * 0.075};
int sizeArray[] = {Renderer::getScreenWidth() * 0.015, Renderer::getScreenWidth() * 0.03, Renderer::getScreenWidth() * 0.05};
int sizeArray[] = {Renderer::getScreenWidth() * 0.015, Renderer::getScreenWidth() * 0.03, Renderer::getScreenWidth() * 0.062};
//the three here should be the font count but, again, I don't remember the syntax
@ -117,6 +115,7 @@ void Renderer::drawCenteredText(std::string text, int xOffset, int y, int color,
}
//this could probably be optimized
//draws text and ensures it's never longer than xLen
void Renderer::drawWrappedText(std::string text, int xStart, int yStart, int xLen, int color, FontSize fontsize)
{
if(!loadedFonts)
@ -128,40 +127,53 @@ void Renderer::drawWrappedText(std::string text, int xStart, int yStart, int xLe
std::string line, word, temp;
int w, h;
size_t space;
size_t space, newline;
while(text.length() > 0 || !line.empty())
while(text.length() > 0 || !line.empty()) //while there's text or we still have text to render
{
space = text.find(' ', 0);
if(space == std::string::npos)
space = text.length() - 1;
word = text.substr(0, space + 1);
text.erase(0, space + 1);
//check if the next word contains a newline
newline = word.find('\n', 0);
if(newline != std::string::npos)
{
word = word.substr(0, newline);
text.erase(0, newline + 1);
}else{
text.erase(0, space + 1);
}
temp = line + word;
TTF_SizeText(font, temp.c_str(), &w, &h);
if(w <= xLen && text.length() == 0)
//if we're on the last word and it'll fit on the line, just add it to the line
if((w <= xLen && text.length() == 0) || newline != std::string::npos)
{
line = temp;
word = "";
}
if(w > xLen || text.length() == 0)
//if the next line will be too long or we're on the last of the text, render it
if(w > xLen || text.length() == 0 || newline != std::string::npos)
{
//render line now
drawText(line, xStart, y, color, fontsize);
if(w > 0) //make sure it's not blank
drawText(line, xStart, y, color, fontsize);
//increment y by height and some extra padding for the next line
y += h + 4;
//draw the word we skipped on the next line
//move the word we skipped to the next line
line = word;
}else{
//there's still space, continue
//there's still space, continue building the line
line = temp;
}

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@ -11,6 +11,8 @@
extern float FRAMERATE;
#endif
const float GuiGameList::sInfoWidth = 0.5;
GuiGameList::GuiGameList(bool useDetail)
{
std::cout << "Creating GuiGameList\n";
@ -21,10 +23,11 @@ GuiGameList::GuiGameList(bool useDetail)
//Those with smaller displays may prefer the older view.
if(mDetailed)
{
mList = new GuiList<FileData*>(Renderer::getScreenWidth() * 0.4, Renderer::getFontHeight(Renderer::LARGE) + 2);
mList = new GuiList<FileData*>(Renderer::getScreenWidth() * sInfoWidth, Renderer::getFontHeight(Renderer::LARGE) + 2);
mScreenshot = new GuiImage(Renderer::getScreenWidth() * 0.2, Renderer::getFontHeight(Renderer::LARGE) + 2, "", Renderer::getScreenWidth() * 0.3);
mScreenshot->setOrigin(0.5, 0.0);
mScreenshot->setAlpha(true); //slower, but requested
addChild(mScreenshot);
}else{
mList = new GuiList<FileData*>(0, Renderer::getFontHeight(Renderer::LARGE) + 2);
@ -103,8 +106,9 @@ void GuiGameList::onRender()
if(mDetailed)
{
//divider
if(!mTheme->getDividersHidden())
Renderer::drawRect(Renderer::getScreenWidth() * 0.4, Renderer::getFontHeight(Renderer::LARGE) + 2, 8, Renderer::getScreenHeight(), 0x0000FF);
Renderer::drawRect(Renderer::getScreenWidth() * sInfoWidth - 4, Renderer::getFontHeight(Renderer::LARGE) + 2, 8, Renderer::getScreenHeight(), 0x0000FF);
//if we have selected a non-folder
if(mList->getSelectedObject() && !mList->getSelectedObject()->isFolder())
@ -114,7 +118,7 @@ void GuiGameList::onRender()
//todo: cache this
std::string desc = game->getDescription();
if(!desc.empty())
Renderer::drawWrappedText(desc, 2, Renderer::getFontHeight(Renderer::LARGE) + mScreenshot->getHeight() + 10, Renderer::getScreenWidth() * 0.4, mTheme->getDescColor(), Renderer::SMALL);
Renderer::drawWrappedText(desc, Renderer::getScreenWidth() * 0.03, Renderer::getFontHeight(Renderer::LARGE) + mScreenshot->getHeight() + 10, Renderer::getScreenWidth() * 0.47, mTheme->getDescColor(), Renderer::SMALL);
}
}
}
@ -126,9 +130,8 @@ void GuiGameList::onInput(InputManager::InputButton button, bool keyDown)
if(!keyDown)
{
FileData* file = mList->getSelectedObject();
if(file->isFolder())
if(file->isFolder()) //if you selected a folder, add this directory to the stack, and use the selected one
{
//set current directory to this or something
mFolderStack.push(mFolder);
mFolder = (FolderData*)file;
updateList();
@ -138,6 +141,7 @@ void GuiGameList::onInput(InputManager::InputButton button, bool keyDown)
}
}
//if there's something on the directory stack, return to it
if(button == InputManager::BUTTON2 && keyDown && mFolderStack.size())
{
mFolder = mFolderStack.top();
@ -204,6 +208,7 @@ void GuiGameList::updateTheme()
mTheme->readXML(""); //clears any current theme
mList->setSelectorColor(mTheme->getSelectorColor());
mList->setCentered(mTheme->getListCentered());
}
void GuiGameList::updateDetailData()

View file

@ -24,6 +24,7 @@ public:
void onPause();
void onResume();
static const float sInfoWidth;
private:
void updateList();
void updateTheme();

View file

@ -14,6 +14,7 @@ GuiList<listType>::GuiList(int offsetX, int offsetY, Renderer::FontSize fontsize
mFont = fontsize;
mSelectorColor = 0x000000;
mDrawCentered = true;
InputManager::registerComponent(this);
}
@ -65,7 +66,12 @@ void GuiList<listType>::onRender()
}
ListRow row = mRowVector.at((unsigned int)i);
Renderer::drawCenteredText(row.name, mOffsetX, y, row.color, mFont);
if(mDrawCentered)
Renderer::drawCenteredText(row.name, mOffsetX, y, row.color, mFont);
else
Renderer::drawText(row.name, mOffsetX, y, row.color, mFont);
y += entrySize;
}
}
@ -195,3 +201,9 @@ void GuiList<listType>::setSelectorColor(int selectorColor)
{
mSelectorColor = selectorColor;
}
template<typename listType>
void GuiList<listType>::setCentered(bool centered)
{
mDrawCentered = centered;
}

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@ -33,12 +33,14 @@ public:
int getSelection();
void setSelectorColor(int selectorColor);
void setCentered(bool centered);
private:
int mScrollDir, mScrollAccumulator;
bool mScrolling;
Renderer::FontSize mFont;
int mSelectorColor;
bool mDrawCentered;
int mOffsetX, mOffsetY;

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@ -1,6 +1,7 @@
#include "GuiTheme.h"
#include "../MathExp.h"
#include <iostream>
#include "GuiGameList.h"
#include "GuiImage.h"
#include <boost/filesystem.hpp>
#include <sstream>
@ -11,15 +12,11 @@ int GuiTheme::getSelectorColor() { return mListSelectorColor; }
int GuiTheme::getDescColor() { return mDescColor; }
bool GuiTheme::getHeaderHidden() { return mHideHeader; }
bool GuiTheme::getDividersHidden() { return mHideDividers; }
bool GuiTheme::getListCentered() { return mListCentered; }
GuiTheme::GuiTheme(std::string path)
{
mListPrimaryColor = 0x0000FF;
mListSecondaryColor = 0x00FF00;
mListSelectorColor = 0x000000;
mDescColor = 0x0000FF;
mHideHeader = false;
mHideDividers = false;
setDefaults();
if(!path.empty())
readXML(path);
@ -30,6 +27,17 @@ GuiTheme::~GuiTheme()
deleteComponents();
}
void GuiTheme::setDefaults()
{
mListPrimaryColor = 0x0000FF;
mListSecondaryColor = 0x00FF00;
mListSelectorColor = 0x000000;
mDescColor = 0x0000FF;
mHideHeader = false;
mHideDividers = false;
mListCentered = true;
}
void GuiTheme::deleteComponents()
{
for(unsigned int i = 0; i < mComponentVector.size(); i++)
@ -49,6 +57,7 @@ void GuiTheme::readXML(std::string path)
if(mPath == path)
return;
setDefaults();
deleteComponents();
mPath = path;
@ -77,6 +86,7 @@ void GuiTheme::readXML(std::string path)
mDescColor = resolveColor(root.child("descColor").text().get(), 0x0000FF);
mHideHeader = root.child("hideHeader");
mHideDividers = root.child("hideDividers");
mListCentered = !root.child("listLeftAlign");
for(pugi::xml_node data = root.child("component"); data; data = data.next_sibling("component"))
{
@ -163,6 +173,7 @@ float GuiTheme::resolveExp(std::string str)
//set variables
exp.setVariable("headerHeight", Renderer::getFontHeight(Renderer::LARGE) / Renderer::getScreenHeight());
exp.setVariable("infoWidth", GuiGameList::sInfoWidth);
return exp.eval();
}
@ -177,7 +188,6 @@ int GuiTheme::resolveColor(std::string str, int defaultColor)
ss << std::hex << str;
ss >> ret;
std::cout << "resolved " << str << " to " << ret << "\n";
return ret;
}

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@ -18,7 +18,9 @@ public:
int getDescColor();
bool getHeaderHidden();
bool getDividersHidden();
bool getListCentered();
private:
void setDefaults();
void deleteComponents();
GuiComponent* createElement(pugi::xml_node data, GuiComponent* parent);
@ -32,7 +34,7 @@ private:
std::vector<GuiComponent*> mComponentVector;
std::string mPath;
int mListPrimaryColor, mListSecondaryColor, mListSelectorColor, mDescColor;
bool mHideHeader, mHideDividers;
bool mHideHeader, mHideDividers, mListCentered;
};
#endif