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https://github.com/RetroDECK/ES-DE.git
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Fixed positioning on game images with the new 50/50 split.
Game images and descriptions are no longer displayed while scrolling - this should provide a better framerate for nicer scrolling.
This commit is contained in:
parent
7b1c4374ae
commit
67e657391a
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@ -13,6 +13,7 @@
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const float GuiGameList::sInfoWidth = 0.5;
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const float GuiGameList::sInfoWidth = 0.5;
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GuiGameList::GuiGameList(bool useDetail)
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GuiGameList::GuiGameList(bool useDetail)
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{
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{
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std::cout << "Creating GuiGameList\n";
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std::cout << "Creating GuiGameList\n";
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@ -25,7 +26,7 @@ GuiGameList::GuiGameList(bool useDetail)
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{
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{
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mList = new GuiList<FileData*>(Renderer::getScreenWidth() * sInfoWidth, 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 = new GuiImage(Renderer::getScreenWidth() * sInfoWidth * 0.5, Renderer::getFontHeight(Renderer::LARGE) + 2, "", Renderer::getScreenWidth() * sInfoWidth * 0.7);
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mScreenshot->setOrigin(0.5, 0.0);
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mScreenshot->setOrigin(0.5, 0.0);
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mScreenshot->setAlpha(true); //slower, but requested
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mScreenshot->setAlpha(true); //slower, but requested
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addChild(mScreenshot);
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addChild(mScreenshot);
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@ -110,8 +111,8 @@ void GuiGameList::onRender()
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if(!mTheme->getDividersHidden())
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if(!mTheme->getDividersHidden())
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Renderer::drawRect(Renderer::getScreenWidth() * sInfoWidth - 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 we're not scrolling and we have selected a non-folder
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if(mList->getSelectedObject() && !mList->getSelectedObject()->isFolder())
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if(!mList->isScrolling() && mList->getSelectedObject() && !mList->getSelectedObject()->isFolder())
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{
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{
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GameData* game = (GameData*)mList->getSelectedObject();
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GameData* game = (GameData*)mList->getSelectedObject();
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@ -166,9 +167,12 @@ void GuiGameList::onInput(InputManager::InputButton button, bool keyDown)
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if(mDetailed)
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if(mDetailed)
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{
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{
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if(!keyDown && (button == InputManager::UP || button == InputManager::DOWN))
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if(button == InputManager::UP || button == InputManager::DOWN)
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{
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{
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updateDetailData();
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if(!keyDown)
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updateDetailData();
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else
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mScreenshot->setImage(""); //clear the image when we start scrolling
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}
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}
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}
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}
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}
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}
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@ -184,6 +184,12 @@ int GuiList<listType>::getSelection()
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return mSelection;
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return mSelection;
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}
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}
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template <typename listType>
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bool GuiList<listType>::isScrolling()
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{
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return mScrolling;
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}
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template <typename listType>
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template <typename listType>
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void GuiList<listType>::onPause()
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void GuiList<listType>::onPause()
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{
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{
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@ -8,7 +8,7 @@
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#include <string>
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#include <string>
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#define SCROLLDELAY 507
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#define SCROLLDELAY 507
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#define SCROLLTIME (57*6)
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#define SCROLLTIME (57*5)
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//this should really be a template
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//this should really be a template
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template <typename listType>
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template <typename listType>
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@ -31,6 +31,7 @@ public:
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std::string getSelectedName();
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std::string getSelectedName();
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listType getSelectedObject();
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listType getSelectedObject();
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int getSelection();
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int getSelection();
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bool isScrolling();
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void setSelectorColor(int selectorColor);
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void setSelectorColor(int selectorColor);
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void setCentered(bool centered);
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void setCentered(bool centered);
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10
src/main.cpp
10
src/main.cpp
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@ -9,7 +9,10 @@
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bool PARSEGAMELISTONLY = false;
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bool PARSEGAMELISTONLY = false;
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bool IGNOREGAMELIST = false;
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bool IGNOREGAMELIST = false;
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float FRAMERATE = 0;
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#ifdef DRAWFRAMERATE
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float FRAMERATE = 0;
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#endif
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namespace fs = boost::filesystem;
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namespace fs = boost::filesystem;
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@ -177,7 +180,10 @@ int main(int argc, char* argv[])
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int deltaTime = curTime - lastTime;
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int deltaTime = curTime - lastTime;
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lastTime = curTime;
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lastTime = curTime;
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FRAMERATE = 1/((float)deltaTime)*1000;
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#ifdef DRAWFRAMERATE
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FRAMERATE = 1/((float)deltaTime)*1000;
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#endif
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GuiComponent::processTicks(deltaTime);
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GuiComponent::processTicks(deltaTime);
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Renderer::render();
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Renderer::render();
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