Reshuffled some functions in SystemView.

This commit is contained in:
Leon Styhre 2022-02-06 14:55:48 +01:00
parent b5d49e9b43
commit 6d01e85885

View file

@ -62,6 +62,275 @@ SystemView::~SystemView()
}
}
void SystemView::goToSystem(SystemData* system, bool animate)
{
mCarousel->setCursor(system);
updateGameCount();
if (!animate)
finishSystemAnimation(0);
}
bool SystemView::input(InputConfig* config, Input input)
{
if (input.value != 0) {
if (config->getDeviceId() == DEVICE_KEYBOARD && input.value && input.id == SDLK_r &&
SDL_GetModState() & KMOD_LCTRL && Settings::getInstance()->getBool("Debug")) {
LOG(LogDebug) << "SystemView::input(): Reloading all";
ViewController::getInstance()->reloadAll();
return true;
}
if (config->isMappedTo("a", input)) {
mCarousel->stopScrolling();
ViewController::getInstance()->goToGamelist(mCarousel->getSelected());
NavigationSounds::getInstance().playThemeNavigationSound(SELECTSOUND);
return true;
}
if (Settings::getInstance()->getBool("RandomAddButton") &&
(config->isMappedTo("leftthumbstickclick", input) ||
config->isMappedTo("rightthumbstickclick", input))) {
// Get a random system and jump to it.
NavigationSounds::getInstance().playThemeNavigationSound(SYSTEMBROWSESOUND);
mCarousel->setCursor(SystemData::getRandomSystem(mCarousel->getSelected()));
return true;
}
if (!UIModeController::getInstance()->isUIModeKid() && config->isMappedTo("back", input) &&
Settings::getInstance()->getBool("ScreensaverControls")) {
if (!mWindow->isScreensaverActive()) {
ViewController::getInstance()->stopScrolling();
ViewController::getInstance()->cancelViewTransitions();
mWindow->startScreensaver();
mWindow->renderScreensaver();
}
return true;
}
}
return mCarousel->input(config, input);
}
void SystemView::update(int deltaTime)
{
mCarousel->update(deltaTime);
GuiComponent::update(deltaTime);
}
void SystemView::render(const glm::mat4& parentTrans)
{
if (mCarousel->getNumEntries() == 0)
return; // Nothing to render.
glm::mat4 trans {getTransform() * parentTrans};
// Adding texture loading buffers depending on scrolling speed and status.
int bufferIndex {mCarousel->getScrollingVelocity() + 1};
Renderer::pushClipRect(glm::ivec2 {},
glm::ivec2 {static_cast<int>(mSize.x), static_cast<int>(mSize.y)});
for (int i = static_cast<int>(mCamOffset) + logoBuffersLeft[bufferIndex];
i <= static_cast<int>(mCamOffset) + logoBuffersRight[bufferIndex]; ++i) {
int index {i};
while (index < 0)
index += static_cast<int>(mCarousel->getNumEntries());
while (index >= static_cast<int>(mCarousel->getNumEntries()))
index -= static_cast<int>(mCarousel->getNumEntries());
if (mCarousel->isAnimationPlaying(0) || index == mCarousel->getCursor()) {
glm::mat4 elementTrans {trans};
if (mCarousel->getType() == CarouselComponent::HORIZONTAL ||
mCarousel->getType() == CarouselComponent::HORIZONTAL_WHEEL)
elementTrans = glm::translate(elementTrans,
glm::vec3 {(i - mCamOffset) * mSize.x, 0.0f, 0.0f});
else
elementTrans = glm::translate(elementTrans,
glm::vec3 {0.0f, (i - mCamOffset) * mSize.y, 0.0f});
Renderer::pushClipRect(
glm::ivec2 {static_cast<int>(elementTrans[3].x),
static_cast<int>(elementTrans[3].y)},
glm::ivec2 {static_cast<int>(mSize.x), static_cast<int>(mSize.y)});
if (mLegacyMode && mElements.size() > static_cast<size_t>(index)) {
for (auto element : mElements[index].legacyExtras)
element->render(elementTrans);
}
else if (mElements.size() > static_cast<size_t>(index)) {
for (auto child : mElements[index].children) {
if (child == mCarousel.get()) {
// Render black above anything lower than the zIndex of the carousel
// if fade transitions are in use and we're transitioning.
if (mFadeOpacity)
renderFade(trans);
child->render(trans);
}
else {
child->render(elementTrans);
}
}
}
if (mLegacyMode)
mSystemInfo->render(elementTrans);
Renderer::popClipRect();
}
}
if (mLegacyMode) {
if (mFadeOpacity)
renderFade(trans);
mCarousel->render(trans);
}
Renderer::popClipRect();
}
void SystemView::onThemeChanged(const std::shared_ptr<ThemeData>& /*theme*/)
{
LOG(LogDebug) << "SystemView::onThemeChanged()";
mViewNeedsReload = true;
populate();
}
std::vector<HelpPrompt> SystemView::getHelpPrompts()
{
std::vector<HelpPrompt> prompts;
if (mCarousel->getType() == CarouselComponent::VERTICAL ||
mCarousel->getType() == CarouselComponent::VERTICAL_WHEEL)
prompts.push_back(HelpPrompt("up/down", "choose"));
else
prompts.push_back(HelpPrompt("left/right", "choose"));
prompts.push_back(HelpPrompt("a", "select"));
if (Settings::getInstance()->getBool("RandomAddButton"))
prompts.push_back(HelpPrompt("thumbstickclick", "random"));
if (!UIModeController::getInstance()->isUIModeKid() &&
Settings::getInstance()->getBool("ScreensaverControls"))
prompts.push_back(HelpPrompt("back", "screensaver"));
return prompts;
}
HelpStyle SystemView::getHelpStyle()
{
HelpStyle style;
style.applyTheme(mCarousel->getEntry(mCarousel->getCursor()).object->getTheme(), "system");
return style;
}
void SystemView::onCursorChanged(const CursorState& /*state*/)
{
// Update help style.
updateHelpPrompts();
int scrollVelocity {mCarousel->getScrollingVelocity()};
float startPos {mCamOffset};
float posMax {static_cast<float>(mCarousel->getNumEntries())};
float target {static_cast<float>(mCarousel->getCursor())};
// Find the shortest path to the target.
float endPos {target}; // Directly.
float dist {fabs(endPos - startPos)};
if (fabs(target + posMax - startPos - scrollVelocity) < dist)
endPos = target + posMax; // Loop around the end (0 -> max).
if (fabs(target - posMax - startPos - scrollVelocity) < dist)
endPos = target - posMax; // Loop around the start (max - 1 -> -1).
std::string transition_style {Settings::getInstance()->getString("TransitionStyle")};
Animation* anim;
if (transition_style == "fade") {
float startFade {mFadeOpacity};
anim = new LambdaAnimation(
[this, startFade, startPos, endPos, posMax](float t) {
t -= 1;
float f = glm::mix(startPos, endPos, t * t * t + 1);
if (f < 0)
f += posMax;
if (f >= posMax)
f -= posMax;
t += 1;
if (t < 0.3f)
this->mFadeOpacity =
glm::mix(0.0f, 1.0f, glm::clamp(t / 0.2f + startFade, 0.0f, 1.0f));
else if (t < 0.7f)
this->mFadeOpacity = 1.0f;
else
this->mFadeOpacity =
glm::mix(1.0f, 0.0f, glm::clamp((t - 0.6f) / 0.3f, 0.0f, 1.0f));
if (t > 0.5f)
this->mCamOffset = endPos;
// Update the game count when the entire animation has been completed.
if (mFadeOpacity == 1.0f)
updateGameCount();
},
500);
}
else if (transition_style == "slide") {
mUpdatedGameCount = false;
anim = new LambdaAnimation(
[this, startPos, endPos, posMax](float t) {
t -= 1;
float f = glm::mix(startPos, endPos, t * t * t + 1);
if (f < 0)
f += posMax;
if (f >= posMax)
f -= posMax;
this->mCamOffset = f;
// Hack to make the game count being updated in the middle of the animation.
bool update {false};
if (endPos == -1.0f && fabs(fabs(posMax) - fabs(mCamOffset)) > 0.5f &&
!mUpdatedGameCount) {
update = true;
}
else if (endPos > posMax && fabs(endPos - posMax - fabs(mCamOffset)) < 0.5f &&
!mUpdatedGameCount) {
update = true;
}
else if (fabs(fabs(endPos) - fabs(mCamOffset)) < 0.5f && !mUpdatedGameCount) {
update = true;
}
if (update) {
mUpdatedGameCount = true;
updateGameCount();
}
},
500);
}
else {
// Instant.
updateGameCount();
anim = new LambdaAnimation(
[this, startPos, endPos, posMax](float t) {
t -= 1;
float f = glm::mix(startPos, endPos, t * t * t + 1);
if (f < 0)
f += posMax;
if (f >= posMax)
f -= posMax;
this->mCamOffset = endPos;
},
500);
}
setAnimation(anim, 0, nullptr, false, 0);
}
void SystemView::populate()
{
auto themeSets = ThemeData::getThemeSets();
@ -179,275 +448,6 @@ void SystemView::updateGameCount()
mSystemInfo->setText(ss.str());
}
void SystemView::goToSystem(SystemData* system, bool animate)
{
mCarousel->setCursor(system);
updateGameCount();
if (!animate)
finishSystemAnimation(0);
}
bool SystemView::input(InputConfig* config, Input input)
{
if (input.value != 0) {
if (config->getDeviceId() == DEVICE_KEYBOARD && input.value && input.id == SDLK_r &&
SDL_GetModState() & KMOD_LCTRL && Settings::getInstance()->getBool("Debug")) {
LOG(LogDebug) << "SystemView::input(): Reloading all";
ViewController::getInstance()->reloadAll();
return true;
}
if (config->isMappedTo("a", input)) {
mCarousel->stopScrolling();
ViewController::getInstance()->goToGamelist(mCarousel->getSelected());
NavigationSounds::getInstance().playThemeNavigationSound(SELECTSOUND);
return true;
}
if (Settings::getInstance()->getBool("RandomAddButton") &&
(config->isMappedTo("leftthumbstickclick", input) ||
config->isMappedTo("rightthumbstickclick", input))) {
// Get a random system and jump to it.
NavigationSounds::getInstance().playThemeNavigationSound(SYSTEMBROWSESOUND);
mCarousel->setCursor(SystemData::getRandomSystem(mCarousel->getSelected()));
return true;
}
if (!UIModeController::getInstance()->isUIModeKid() && config->isMappedTo("back", input) &&
Settings::getInstance()->getBool("ScreensaverControls")) {
if (!mWindow->isScreensaverActive()) {
ViewController::getInstance()->stopScrolling();
ViewController::getInstance()->cancelViewTransitions();
mWindow->startScreensaver();
mWindow->renderScreensaver();
}
return true;
}
}
return mCarousel->input(config, input);
}
void SystemView::update(int deltaTime)
{
mCarousel->update(deltaTime);
GuiComponent::update(deltaTime);
}
void SystemView::onCursorChanged(const CursorState& /*state*/)
{
// Update help style.
updateHelpPrompts();
int scrollVelocity {mCarousel->getScrollingVelocity()};
float startPos {mCamOffset};
float posMax {static_cast<float>(mCarousel->getNumEntries())};
float target {static_cast<float>(mCarousel->getCursor())};
// Find the shortest path to the target.
float endPos {target}; // Directly.
float dist {fabs(endPos - startPos)};
if (fabs(target + posMax - startPos - scrollVelocity) < dist)
endPos = target + posMax; // Loop around the end (0 -> max).
if (fabs(target - posMax - startPos - scrollVelocity) < dist)
endPos = target - posMax; // Loop around the start (max - 1 -> -1).
std::string transition_style {Settings::getInstance()->getString("TransitionStyle")};
Animation* anim;
if (transition_style == "fade") {
float startFade {mFadeOpacity};
anim = new LambdaAnimation(
[this, startFade, startPos, endPos, posMax](float t) {
t -= 1;
float f = glm::mix(startPos, endPos, t * t * t + 1);
if (f < 0)
f += posMax;
if (f >= posMax)
f -= posMax;
t += 1;
if (t < 0.3f)
this->mFadeOpacity =
glm::mix(0.0f, 1.0f, glm::clamp(t / 0.2f + startFade, 0.0f, 1.0f));
else if (t < 0.7f)
this->mFadeOpacity = 1.0f;
else
this->mFadeOpacity =
glm::mix(1.0f, 0.0f, glm::clamp((t - 0.6f) / 0.3f, 0.0f, 1.0f));
if (t > 0.5f)
this->mCamOffset = endPos;
// Update the game count when the entire animation has been completed.
if (mFadeOpacity == 1.0f)
updateGameCount();
},
500);
}
else if (transition_style == "slide") {
mUpdatedGameCount = false;
anim = new LambdaAnimation(
[this, startPos, endPos, posMax](float t) {
t -= 1;
float f = glm::mix(startPos, endPos, t * t * t + 1);
if (f < 0)
f += posMax;
if (f >= posMax)
f -= posMax;
this->mCamOffset = f;
// Hack to make the game count being updated in the middle of the animation.
bool update {false};
if (endPos == -1.0f && fabs(fabs(posMax) - fabs(mCamOffset)) > 0.5f &&
!mUpdatedGameCount) {
update = true;
}
else if (endPos > posMax && fabs(endPos - posMax - fabs(mCamOffset)) < 0.5f &&
!mUpdatedGameCount) {
update = true;
}
else if (fabs(fabs(endPos) - fabs(mCamOffset)) < 0.5f && !mUpdatedGameCount) {
update = true;
}
if (update) {
mUpdatedGameCount = true;
updateGameCount();
}
},
500);
}
else {
// Instant.
updateGameCount();
anim = new LambdaAnimation(
[this, startPos, endPos, posMax](float t) {
t -= 1;
float f = glm::mix(startPos, endPos, t * t * t + 1);
if (f < 0)
f += posMax;
if (f >= posMax)
f -= posMax;
this->mCamOffset = endPos;
},
500);
}
setAnimation(anim, 0, nullptr, false, 0);
}
void SystemView::render(const glm::mat4& parentTrans)
{
if (mCarousel->getNumEntries() == 0)
return; // Nothing to render.
glm::mat4 trans {getTransform() * parentTrans};
// Adding texture loading buffers depending on scrolling speed and status.
int bufferIndex {mCarousel->getScrollingVelocity() + 1};
Renderer::pushClipRect(glm::ivec2 {},
glm::ivec2 {static_cast<int>(mSize.x), static_cast<int>(mSize.y)});
for (int i = static_cast<int>(mCamOffset) + logoBuffersLeft[bufferIndex];
i <= static_cast<int>(mCamOffset) + logoBuffersRight[bufferIndex]; ++i) {
int index {i};
while (index < 0)
index += static_cast<int>(mCarousel->getNumEntries());
while (index >= static_cast<int>(mCarousel->getNumEntries()))
index -= static_cast<int>(mCarousel->getNumEntries());
if (mCarousel->isAnimationPlaying(0) || index == mCarousel->getCursor()) {
glm::mat4 elementTrans {trans};
if (mCarousel->getType() == CarouselComponent::HORIZONTAL ||
mCarousel->getType() == CarouselComponent::HORIZONTAL_WHEEL)
elementTrans = glm::translate(elementTrans,
glm::vec3 {(i - mCamOffset) * mSize.x, 0.0f, 0.0f});
else
elementTrans = glm::translate(elementTrans,
glm::vec3 {0.0f, (i - mCamOffset) * mSize.y, 0.0f});
Renderer::pushClipRect(
glm::ivec2 {static_cast<int>(elementTrans[3].x),
static_cast<int>(elementTrans[3].y)},
glm::ivec2 {static_cast<int>(mSize.x), static_cast<int>(mSize.y)});
if (mLegacyMode && mElements.size() > static_cast<size_t>(index)) {
for (auto element : mElements[index].legacyExtras)
element->render(elementTrans);
}
else if (mElements.size() > static_cast<size_t>(index)) {
for (auto child : mElements[index].children) {
if (child == mCarousel.get()) {
// Render black above anything lower than the zIndex of the carousel
// if fade transitions are in use and we're transitioning.
if (mFadeOpacity)
renderFade(trans);
child->render(trans);
}
else {
child->render(elementTrans);
}
}
}
if (mLegacyMode)
mSystemInfo->render(elementTrans);
Renderer::popClipRect();
}
}
if (mLegacyMode) {
if (mFadeOpacity)
renderFade(trans);
mCarousel->render(trans);
}
Renderer::popClipRect();
}
std::vector<HelpPrompt> SystemView::getHelpPrompts()
{
std::vector<HelpPrompt> prompts;
if (mCarousel->getType() == CarouselComponent::VERTICAL ||
mCarousel->getType() == CarouselComponent::VERTICAL_WHEEL)
prompts.push_back(HelpPrompt("up/down", "choose"));
else
prompts.push_back(HelpPrompt("left/right", "choose"));
prompts.push_back(HelpPrompt("a", "select"));
if (Settings::getInstance()->getBool("RandomAddButton"))
prompts.push_back(HelpPrompt("thumbstickclick", "random"));
if (!UIModeController::getInstance()->isUIModeKid() &&
Settings::getInstance()->getBool("ScreensaverControls"))
prompts.push_back(HelpPrompt("back", "screensaver"));
return prompts;
}
HelpStyle SystemView::getHelpStyle()
{
HelpStyle style;
style.applyTheme(mCarousel->getEntry(mCarousel->getCursor()).object->getTheme(), "system");
return style;
}
void SystemView::onThemeChanged(const std::shared_ptr<ThemeData>& /*theme*/)
{
LOG(LogDebug) << "SystemView::onThemeChanged()";
mViewNeedsReload = true;
populate();
}
void SystemView::getViewElements(const std::shared_ptr<ThemeData>& theme)
{
LOG(LogDebug) << "SystemView::getViewElements()";