mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2024-11-25 23:55:38 +00:00
Added <listSelectedColor> tag.
Began implementing GuiFastSelect. You can see what's currently in place by holding F2 and pressing up/down. Hopefully fixed nearest neighbor filters with GuiImage.
This commit is contained in:
parent
e08391080b
commit
31aebf3a7d
2
Makefile
2
Makefile
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@ -1,7 +1,7 @@
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CC=g++
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CFLAGS=-c -Wall -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads -I/usr/include/freetype2 -I/usr/include/SDL -I/usr/include -D_RPI_
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LDFLAGS=-L/opt/vc/lib -lbcm_host -lEGL -lGLESv2 -lfreetype -lSDL -lboost_system -lboost_filesystem -lfreeimage
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SRCSOURCES=main.cpp Renderer.cpp Renderer_init.cpp Font.cpp Renderer_draw_gl.cpp GuiComponent.cpp InputManager.cpp SystemData.cpp GameData.cpp FolderData.cpp XMLReader.cpp MathExp.cpp components/GuiGameList.cpp components/GuiInputConfig.cpp components/GuiImage.cpp components/GuiMenu.cpp components/GuiTheme.cpp pugiXML/pugixml.cpp
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SRCSOURCES=main.cpp Renderer.cpp Renderer_init.cpp Font.cpp Renderer_draw_gl.cpp GuiComponent.cpp InputManager.cpp SystemData.cpp GameData.cpp FolderData.cpp XMLReader.cpp MathExp.cpp components/GuiGameList.cpp components/GuiInputConfig.cpp components/GuiImage.cpp components/GuiMenu.cpp components/GuiTheme.cpp components/GuiFastSelect.cpp pugiXML/pugixml.cpp
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SOURCES=$(addprefix src/,$(SRCSOURCES))
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OBJECTS=$(SOURCES:.cpp=.o)
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EXECUTABLE=emulationstation
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@ -1,7 +1,7 @@
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CC=g++
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CFLAGS=-c -Wall -I/usr/include/freetype2 -I/usr/include/SDL -I/usr/include -D_DESKTOP_ -g
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LDFLAGS=-lGL -lfreetype -lSDL -lboost_system -lboost_filesystem -lfreeimage
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SRCSOURCES=main.cpp Renderer.cpp Renderer_init.cpp Font.cpp Renderer_draw_gl.cpp GuiComponent.cpp InputManager.cpp SystemData.cpp GameData.cpp FolderData.cpp XMLReader.cpp MathExp.cpp components/GuiGameList.cpp components/GuiInputConfig.cpp components/GuiImage.cpp components/GuiMenu.cpp components/GuiTheme.cpp pugiXML/pugixml.cpp
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SRCSOURCES=main.cpp Renderer.cpp Renderer_init.cpp Font.cpp Renderer_draw_gl.cpp GuiComponent.cpp InputManager.cpp SystemData.cpp GameData.cpp FolderData.cpp XMLReader.cpp MathExp.cpp components/GuiGameList.cpp components/GuiInputConfig.cpp components/GuiImage.cpp components/GuiMenu.cpp components/GuiTheme.cpp components/GuiFastSelect.cpp pugiXML/pugixml.cpp
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SOURCES=$(addprefix src/,$(SRCSOURCES))
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OBJECTS=$(SOURCES:.cpp=.o)
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EXECUTABLE=emulationstation
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@ -63,6 +63,8 @@ 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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`<listSelectedColor>` - the hex color to use for selected text on the GuiGameList. Default is -1, which will not change the color.
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`<listLeftAlign />` - if present, the games list names will be left aligned to the value of `<listOffsetX>` (default 0.5).
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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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@ -1,3 +1,8 @@
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September 30
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-Began implementing GuiFastSelect, currently invoked by holding F2. Unfortunately, it doesn't do anything yet.
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-Added <listSelectedColor>.
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-Fixed OpenGL mipmap generation not setting a magnification filter. Hopefully this fixes the weird scaling. If not, I can switch from nearest neighbor to linear.
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September 29
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-SDL is now completely shut down on both the RPi and SDL GL renderer. You may see the flicker of a terminal when you launch a game. This was done in preparation for audio.
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@ -67,6 +67,9 @@ void InputManager::processEvent(SDL_Event* event)
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case SDLK_F1:
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button = MENU;
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break;
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case SDLK_F2:
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button = SELECT;
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break;
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default:
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button = UNKNOWN;
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@ -17,7 +17,7 @@ namespace InputManager {
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void loadConfig();
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//enum for identifying input, regardless of configuration
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enum InputButton { UNKNOWN, UP, DOWN, LEFT, RIGHT, BUTTON1, BUTTON2, MENU };
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enum InputButton { UNKNOWN, UP, DOWN, LEFT, RIGHT, BUTTON1, BUTTON2, MENU, SELECT};
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void processEvent(SDL_Event* event);
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100
src/components/GuiFastSelect.cpp
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100
src/components/GuiFastSelect.cpp
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#include "GuiFastSelect.h"
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#include "../Renderer.h"
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#include <iostream>
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const std::string GuiFastSelect::LETTERS = "ABCDEFGHIJKLMNOPQRSTUVWXYZ";
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const int GuiFastSelect::SCROLLSPEED = 120;
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const int GuiFastSelect::SCROLLDELAY = 507;
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GuiFastSelect::GuiFastSelect(GuiComponent* parent, SystemData* system, char startLetter)
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{
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mLetterID = LETTERS.find(toupper(startLetter));
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if(mLetterID == std::string::npos)
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mLetterID = 0;
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Renderer::registerComponent(this);
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InputManager::registerComponent(this);
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mParent = parent;
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mSystem = system;
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mScrolling = false;
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mScrollTimer = 0;
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mScrollOffset = 0;
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mParent->pause();
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}
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GuiFastSelect::~GuiFastSelect()
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{
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Renderer::unregisterComponent(this);
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InputManager::unregisterComponent(this);
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mParent->resume();
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}
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void GuiFastSelect::onRender()
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{
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int sw = Renderer::getScreenWidth(), sh = Renderer::getScreenHeight();
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Renderer::drawRect(sw * 0.2, sh * 0.2, sw * 0.6, sh * 0.6, 0x000FF0);
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Renderer::drawCenteredText(LETTERS.substr(mLetterID, 1), 0, sh * 0.5 - (Renderer::getFontHeight(Renderer::LARGE) * 0.5), 0xFF0000, Renderer::LARGE);
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}
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void GuiFastSelect::onInput(InputManager::InputButton button, bool keyDown)
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{
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if(button == InputManager::UP && keyDown)
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{
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setLetterID(mLetterID - 1);
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mScrollOffset = -1;
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}
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if(button == InputManager::DOWN && keyDown)
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{
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setLetterID(mLetterID + 1);
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mScrollOffset = 1;
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}
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if((button == InputManager::UP || button == InputManager::DOWN) && !keyDown)
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{
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mScrolling = false;
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mScrollTimer = 0;
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mScrollOffset = 0;
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}
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if(button == InputManager::SELECT && !keyDown)
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{
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delete this;
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return;
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}
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}
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void GuiFastSelect::onTick(int deltaTime)
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{
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if(mScrollOffset != 0)
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{
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mScrollTimer += deltaTime;
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if(!mScrolling && mScrollTimer >= SCROLLDELAY)
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{
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mScrolling = true;
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mScrollTimer = SCROLLSPEED;
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}
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if(mScrolling && mScrollTimer >= SCROLLSPEED)
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{
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mScrollTimer = 0;
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setLetterID(mLetterID + mScrollOffset);
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}
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}
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}
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void GuiFastSelect::setLetterID(int id)
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{
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while(id < 0)
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id += LETTERS.length();
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while(id >= (int)LETTERS.length())
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id -= LETTERS.length();
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mLetterID = (size_t)id;
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}
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30
src/components/GuiFastSelect.h
Normal file
30
src/components/GuiFastSelect.h
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#ifndef _GUIFASTSELECT_H_
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#define _GUIFASTSELECT_H_
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#include "../GuiComponent.h"
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#include "../SystemData.h"
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class GuiFastSelect : GuiComponent
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{
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public:
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GuiFastSelect(GuiComponent* parent, SystemData* system, char startLetter);
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~GuiFastSelect();
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void onRender();
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void onInput(InputManager::InputButton button, bool keyDown);
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void onTick(int deltaTime);
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private:
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static const std::string LETTERS;
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static const int SCROLLSPEED;
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static const int SCROLLDELAY;
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void setLetterID(int id);
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SystemData* mSystem;
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size_t mLetterID;
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GuiComponent* mParent;
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int mScrollTimer, mScrollOffset;
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bool mScrolling;
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};
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#endif
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#include "../InputManager.h"
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#include <iostream>
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#include "GuiMenu.h"
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#include "GuiFastSelect.h"
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#include <boost/filesystem.hpp>
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std::cout << "Creating GuiGameList\n";
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mDetailed = useDetail;
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mTheme = new GuiTheme(); //not a child because it's rendered manually by GuiGameList::onRender (to make sure it's rendered first)
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//The GuiGameList can use the older, simple game list if so desired.
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new GuiMenu(this);
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}
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if(button == InputManager::SELECT && keyDown)
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{
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std::cout << "Creating GuiFastSelect\n";
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new GuiFastSelect(this, mSystem, mList->getSelectedObject()->getName()[0]);
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}
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if(mDetailed)
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{
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if(button == InputManager::UP || button == InputManager::DOWN)
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mTheme->readXML(""); //clears any current theme
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mList->setSelectorColor(mTheme->getSelectorColor());
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mList->setSelectedTextColor(mTheme->getSelectedTextColor());
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mList->setCentered(mTheme->getListCentered());
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if(mDetailed)
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageRGBA);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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mWidth = width;
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mHeight = height;
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#include <fstream>
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std::string GuiInputConfig::sConfigPath = "./input.cfg";
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std::string GuiInputConfig::sInputs[] = { "UNKNOWN", "UP", "DOWN", "LEFT", "RIGHT", "BUTTON1 (Accept)", "BUTTON2 (Back)", "START (Menu)" }; //must be same order as InputManager::InputButton enum
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int GuiInputConfig::sInputCount = 8;
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std::string GuiInputConfig::sInputs[] = { "UNKNOWN", "UP", "DOWN", "LEFT", "RIGHT", "BUTTON1 (Accept)", "BUTTON2 (Back)", "START (Menu)", "SELECT (Jump-to-letter)" }; //must be same order as InputManager::InputButton enum
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int GuiInputConfig::sInputCount = 8; //set to 9 after fast select is in
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GuiInputConfig::GuiInputConfig()
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{
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@ -18,6 +18,8 @@ GuiList<listType>::GuiList(int offsetX, int offsetY, Renderer::FontSize fontsize
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mFont = fontsize;
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mSelectorColor = 0x000000;
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mSelectedTextColorOverride = -1;
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mDrawCentered = true;
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InputManager::registerComponent(this);
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if(mDrawCentered)
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Renderer::drawCenteredText(row.name, getOffsetX(), y, row.color, mFont);
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else
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Renderer::drawText(row.name, getOffsetX() + mTextOffsetX, y, row.color, mFont);
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Renderer::drawText(row.name, getOffsetX() + mTextOffsetX, y, (mSelectedTextColorOverride != -1 && mSelection == i ? mSelectedTextColorOverride : row.color), mFont);
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y += entrySize;
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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>::setSelectedTextColor(int selectedColor)
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{
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mSelectedTextColorOverride = selectedColor;
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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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#include <vector>
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#include <string>
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#define SCROLLDELAY 507
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#define SCROLLTIME 200
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//A graphical list. Supports multiple colors for rows and scrolling.
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//TODO - add truncation to text rendering if name exceeds a maximum width (a trailing elipses, perhaps).
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template <typename listType>
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bool isScrolling();
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void setSelectorColor(int selectorColor);
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void setSelectedTextColor(int selectedColor);
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void setCentered(bool centered);
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void setTextOffsetX(int textoffsetx);
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private:
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static const int SCROLLDELAY = 507;
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static const int SCROLLTIME = 200;
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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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int mSelectorColor, mSelectedTextColorOverride;
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bool mDrawCentered;
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int mTextOffsetX;
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@ -15,11 +15,12 @@ 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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//not yet implemented
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float GuiTheme::getListOffsetX() { return mListOffsetX; }
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float GuiTheme::getGameImageOffsetY() { return mGameImageOffsetY; }
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float GuiTheme::getListTextOffsetX() { return mListTextOffsetX; }
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int GuiTheme::getSelectedTextColor() { return mListSelectedColor; }
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GuiTheme::GuiTheme(std::string path)
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{
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setDefaults();
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mListPrimaryColor = 0x0000FF;
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mListSecondaryColor = 0x00FF00;
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mListSelectorColor = 0x000000;
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mListSelectedColor = -1; //-1 = use original list color when selected
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mDescColor = 0x0000FF;
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mHideHeader = false;
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mHideDividers = false;
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mListPrimaryColor = resolveColor(root.child("listPrimaryColor").text().get(), mListPrimaryColor);
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mListSecondaryColor = resolveColor(root.child("listSecondaryColor").text().get(), mListSecondaryColor);
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mListSelectorColor = resolveColor(root.child("listSelectorColor").text().get(), mListSelectorColor);
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mListSelectedColor = resolveColor(root.child("listSelectedColor").text().get(), mListSelectedColor);
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mDescColor = resolveColor(root.child("descColor").text().get(), mDescColor);
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mHideHeader = root.child("hideHeader");
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mHideDividers = root.child("hideDividers");
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@ -16,6 +16,7 @@ public:
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int getPrimaryColor();
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int getSecondaryColor();
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int getSelectorColor();
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int getSelectedTextColor();
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int getDescColor();
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bool getHeaderHidden();
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bool getDividersHidden();
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@ -39,7 +40,7 @@ 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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int mListPrimaryColor, mListSecondaryColor, mListSelectorColor, mListSelectedColor, mDescColor;
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bool mHideHeader, mHideDividers, mListCentered;
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float mListOffsetX, mGameImageOffsetY, mListTextOffsetX;
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