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Renderer now uses an int for colors instead of mixing SDL_Color and ints. GuiList now scrolls.
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bdc7246ee5
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561e4a7f44
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@ -27,8 +27,8 @@ namespace Renderer
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//drawing commands
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void drawRect(int x, int y, int w, int h, int color);
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void drawText(std::string text, int x, int y, SDL_Color& color);
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void drawCenteredText(std::string text, int y, SDL_Color& color);
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void drawText(std::string text, int x, int y, int color);
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void drawCenteredText(std::string text, int y, int color);
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void loadFonts();
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}
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@ -24,14 +24,15 @@ void Renderer::loadFonts()
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}
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}
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void Renderer::drawText(std::string text, int x, int y, SDL_Color& color)
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void Renderer::drawText(std::string text, int x, int y, int color)
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{
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if(!font)
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loadFonts();
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//color = {255, 0, 0};
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//SDL_Color sdlcolor = (SDL_Color)color; //SDL_MapRGB(//{(char)color, (char)(*(&color + 1)), (char)(*(&color + 2))};
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SDL_Color* sdlcolor = (SDL_Color*)&color;
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SDL_Surface* textSurf = TTF_RenderText_Blended(font, text.c_str(), color);
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SDL_Surface* textSurf = TTF_RenderText_Blended(font, text.c_str(), *sdlcolor);
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if(textSurf == NULL)
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{
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std::cerr << "Error - could not render text \"" << text << "\" to surface!\n";
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@ -44,7 +45,7 @@ void Renderer::drawText(std::string text, int x, int y, SDL_Color& color)
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SDL_FreeSurface(textSurf);
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}
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void Renderer::drawCenteredText(std::string text, int y, SDL_Color& color)
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void Renderer::drawCenteredText(std::string text, int y, int color)
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{
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if(!font)
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loadFonts();
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@ -24,10 +24,9 @@ GuiGameList::~GuiGameList()
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void GuiGameList::onRender()
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{
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Renderer::drawRect(0, 0, 640, 480, 0xFFFFFF);
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Renderer::drawRect(0, 0, Renderer::getScreenWidth(), Renderer::getScreenHeight(), 0xFFFFFF);
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SDL_Color color = {0, 155, 100};
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Renderer::drawCenteredText(mSystem->getName(), 2, color);
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Renderer::drawCenteredText(mSystem->getName(), 2, 0x0000FF);
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}
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void GuiGameList::onInput(InputManager::InputButton button, bool keyDown)
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@ -1,5 +1,4 @@
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#include "GuiList.h"
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#include <SDL/SDL.h>
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#include <iostream>
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GuiList::GuiList()
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@ -15,8 +14,22 @@ GuiList::~GuiList()
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void GuiList::onRender()
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{
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int y = 40;
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SDL_Color color = {0, 0, 255};
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const int cutoff = 40;
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const int entrySize = 40;
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//number of entries that can fit on the screen simultaniously
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int screenCount = (Renderer::getScreenHeight() - cutoff) / entrySize;
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screenCount -= 1;
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int startEntry = mSelection - (screenCount * 0.5);
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if(startEntry < 0)
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startEntry = 0;
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if(startEntry >= (int)mNameVector.size() - screenCount)
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startEntry = mNameVector.size() - screenCount;
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int y = cutoff;
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int color = 0xFF0000;
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if(mNameVector.size() == 0)
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{
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@ -24,14 +37,14 @@ void GuiList::onRender()
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return;
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}
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for(unsigned int i = 0; i < mNameVector.size(); i++)
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for(int i = startEntry; i < startEntry + screenCount; i++)
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{
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if(mSelection == (int)i)
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if(mSelection == i)
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{
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Renderer::drawRect(0, y, Renderer::getScreenWidth(), 52, 0x000000);
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}
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Renderer::drawCenteredText(mNameVector.at(i), y, color);
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Renderer::drawCenteredText(mNameVector.at((unsigned int)i), y, color);
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y += 40;
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}
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}
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@ -11,7 +11,6 @@ GuiTitleScreen::GuiTitleScreen()
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void GuiTitleScreen::onRender()
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{
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Renderer::drawRect(0, 0, 640, 480, 0xFFFFFF);
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SDL_Color color = {255, 0, 0};
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Renderer::drawCenteredText("EmulationStation", 5, color);
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Renderer::drawRect(0, 0, Renderer::getScreenWidth(), Renderer::getScreenHeight(), 0xFFFFFF);
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Renderer::drawCenteredText("EmulationStation", 5, 0x00FF00);
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}
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@ -21,7 +21,7 @@ int main()
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return 1;
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}
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Renderer::screen = SDL_SetVideoMode(640, 480, 16, SDL_SWSURFACE);
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Renderer::screen = SDL_SetVideoMode(Renderer::getScreenWidth(), Renderer::getScreenHeight(), 16, SDL_SWSURFACE);
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if(Renderer::screen == NULL)
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{
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std::cerr << "Error - could not set video mode!\n";
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@ -35,7 +35,7 @@ int main()
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//GuiTitleScreen* testGui = new GuiTitleScreen();
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//test systemData
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SystemData* testSystem = SystemData::loadConfig("./systems.cfg").at(0); //= new SystemData("Test", "./testdir/", ".smc");
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SystemData* testSystem = SystemData::loadConfig("./systems.cfg").at(0);
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GuiGameList* testGui = new GuiGameList(testSystem);
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