mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2024-11-29 17:45:38 +00:00
Reshuffled some functions in SystemView.
This commit is contained in:
parent
b5d49e9b43
commit
6d01e85885
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@ -62,6 +62,275 @@ SystemView::~SystemView()
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}
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}
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}
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}
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void SystemView::goToSystem(SystemData* system, bool animate)
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{
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mCarousel->setCursor(system);
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updateGameCount();
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if (!animate)
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finishSystemAnimation(0);
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}
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bool SystemView::input(InputConfig* config, Input input)
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{
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if (input.value != 0) {
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if (config->getDeviceId() == DEVICE_KEYBOARD && input.value && input.id == SDLK_r &&
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SDL_GetModState() & KMOD_LCTRL && Settings::getInstance()->getBool("Debug")) {
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LOG(LogDebug) << "SystemView::input(): Reloading all";
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ViewController::getInstance()->reloadAll();
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return true;
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}
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if (config->isMappedTo("a", input)) {
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mCarousel->stopScrolling();
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ViewController::getInstance()->goToGamelist(mCarousel->getSelected());
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NavigationSounds::getInstance().playThemeNavigationSound(SELECTSOUND);
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return true;
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}
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if (Settings::getInstance()->getBool("RandomAddButton") &&
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(config->isMappedTo("leftthumbstickclick", input) ||
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config->isMappedTo("rightthumbstickclick", input))) {
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// Get a random system and jump to it.
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NavigationSounds::getInstance().playThemeNavigationSound(SYSTEMBROWSESOUND);
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mCarousel->setCursor(SystemData::getRandomSystem(mCarousel->getSelected()));
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return true;
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}
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if (!UIModeController::getInstance()->isUIModeKid() && config->isMappedTo("back", input) &&
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Settings::getInstance()->getBool("ScreensaverControls")) {
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if (!mWindow->isScreensaverActive()) {
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ViewController::getInstance()->stopScrolling();
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ViewController::getInstance()->cancelViewTransitions();
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mWindow->startScreensaver();
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mWindow->renderScreensaver();
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}
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return true;
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}
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}
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return mCarousel->input(config, input);
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}
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void SystemView::update(int deltaTime)
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{
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mCarousel->update(deltaTime);
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GuiComponent::update(deltaTime);
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}
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void SystemView::render(const glm::mat4& parentTrans)
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{
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if (mCarousel->getNumEntries() == 0)
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return; // Nothing to render.
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glm::mat4 trans {getTransform() * parentTrans};
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// Adding texture loading buffers depending on scrolling speed and status.
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int bufferIndex {mCarousel->getScrollingVelocity() + 1};
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Renderer::pushClipRect(glm::ivec2 {},
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glm::ivec2 {static_cast<int>(mSize.x), static_cast<int>(mSize.y)});
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for (int i = static_cast<int>(mCamOffset) + logoBuffersLeft[bufferIndex];
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i <= static_cast<int>(mCamOffset) + logoBuffersRight[bufferIndex]; ++i) {
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int index {i};
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while (index < 0)
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index += static_cast<int>(mCarousel->getNumEntries());
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while (index >= static_cast<int>(mCarousel->getNumEntries()))
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index -= static_cast<int>(mCarousel->getNumEntries());
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if (mCarousel->isAnimationPlaying(0) || index == mCarousel->getCursor()) {
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glm::mat4 elementTrans {trans};
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if (mCarousel->getType() == CarouselComponent::HORIZONTAL ||
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mCarousel->getType() == CarouselComponent::HORIZONTAL_WHEEL)
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elementTrans = glm::translate(elementTrans,
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glm::vec3 {(i - mCamOffset) * mSize.x, 0.0f, 0.0f});
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else
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elementTrans = glm::translate(elementTrans,
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glm::vec3 {0.0f, (i - mCamOffset) * mSize.y, 0.0f});
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Renderer::pushClipRect(
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glm::ivec2 {static_cast<int>(elementTrans[3].x),
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static_cast<int>(elementTrans[3].y)},
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glm::ivec2 {static_cast<int>(mSize.x), static_cast<int>(mSize.y)});
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if (mLegacyMode && mElements.size() > static_cast<size_t>(index)) {
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for (auto element : mElements[index].legacyExtras)
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element->render(elementTrans);
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}
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else if (mElements.size() > static_cast<size_t>(index)) {
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for (auto child : mElements[index].children) {
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if (child == mCarousel.get()) {
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// Render black above anything lower than the zIndex of the carousel
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// if fade transitions are in use and we're transitioning.
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if (mFadeOpacity)
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renderFade(trans);
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child->render(trans);
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}
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else {
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child->render(elementTrans);
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}
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}
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}
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if (mLegacyMode)
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mSystemInfo->render(elementTrans);
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Renderer::popClipRect();
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}
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}
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if (mLegacyMode) {
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if (mFadeOpacity)
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renderFade(trans);
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mCarousel->render(trans);
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}
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Renderer::popClipRect();
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}
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void SystemView::onThemeChanged(const std::shared_ptr<ThemeData>& /*theme*/)
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{
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LOG(LogDebug) << "SystemView::onThemeChanged()";
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mViewNeedsReload = true;
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populate();
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}
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std::vector<HelpPrompt> SystemView::getHelpPrompts()
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{
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std::vector<HelpPrompt> prompts;
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if (mCarousel->getType() == CarouselComponent::VERTICAL ||
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mCarousel->getType() == CarouselComponent::VERTICAL_WHEEL)
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prompts.push_back(HelpPrompt("up/down", "choose"));
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else
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prompts.push_back(HelpPrompt("left/right", "choose"));
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prompts.push_back(HelpPrompt("a", "select"));
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if (Settings::getInstance()->getBool("RandomAddButton"))
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prompts.push_back(HelpPrompt("thumbstickclick", "random"));
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if (!UIModeController::getInstance()->isUIModeKid() &&
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Settings::getInstance()->getBool("ScreensaverControls"))
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prompts.push_back(HelpPrompt("back", "screensaver"));
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return prompts;
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}
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HelpStyle SystemView::getHelpStyle()
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{
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HelpStyle style;
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style.applyTheme(mCarousel->getEntry(mCarousel->getCursor()).object->getTheme(), "system");
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return style;
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}
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void SystemView::onCursorChanged(const CursorState& /*state*/)
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{
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// Update help style.
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updateHelpPrompts();
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int scrollVelocity {mCarousel->getScrollingVelocity()};
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float startPos {mCamOffset};
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float posMax {static_cast<float>(mCarousel->getNumEntries())};
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float target {static_cast<float>(mCarousel->getCursor())};
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// Find the shortest path to the target.
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float endPos {target}; // Directly.
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float dist {fabs(endPos - startPos)};
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if (fabs(target + posMax - startPos - scrollVelocity) < dist)
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endPos = target + posMax; // Loop around the end (0 -> max).
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if (fabs(target - posMax - startPos - scrollVelocity) < dist)
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endPos = target - posMax; // Loop around the start (max - 1 -> -1).
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std::string transition_style {Settings::getInstance()->getString("TransitionStyle")};
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Animation* anim;
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if (transition_style == "fade") {
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float startFade {mFadeOpacity};
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anim = new LambdaAnimation(
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[this, startFade, startPos, endPos, posMax](float t) {
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t -= 1;
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float f = glm::mix(startPos, endPos, t * t * t + 1);
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if (f < 0)
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f += posMax;
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if (f >= posMax)
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f -= posMax;
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t += 1;
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if (t < 0.3f)
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this->mFadeOpacity =
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glm::mix(0.0f, 1.0f, glm::clamp(t / 0.2f + startFade, 0.0f, 1.0f));
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else if (t < 0.7f)
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this->mFadeOpacity = 1.0f;
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else
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this->mFadeOpacity =
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glm::mix(1.0f, 0.0f, glm::clamp((t - 0.6f) / 0.3f, 0.0f, 1.0f));
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if (t > 0.5f)
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this->mCamOffset = endPos;
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// Update the game count when the entire animation has been completed.
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if (mFadeOpacity == 1.0f)
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updateGameCount();
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},
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500);
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}
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else if (transition_style == "slide") {
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mUpdatedGameCount = false;
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anim = new LambdaAnimation(
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[this, startPos, endPos, posMax](float t) {
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t -= 1;
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float f = glm::mix(startPos, endPos, t * t * t + 1);
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if (f < 0)
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f += posMax;
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if (f >= posMax)
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f -= posMax;
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this->mCamOffset = f;
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// Hack to make the game count being updated in the middle of the animation.
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bool update {false};
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if (endPos == -1.0f && fabs(fabs(posMax) - fabs(mCamOffset)) > 0.5f &&
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!mUpdatedGameCount) {
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update = true;
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}
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else if (endPos > posMax && fabs(endPos - posMax - fabs(mCamOffset)) < 0.5f &&
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!mUpdatedGameCount) {
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update = true;
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}
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else if (fabs(fabs(endPos) - fabs(mCamOffset)) < 0.5f && !mUpdatedGameCount) {
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update = true;
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}
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if (update) {
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mUpdatedGameCount = true;
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updateGameCount();
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}
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},
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500);
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}
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else {
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// Instant.
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updateGameCount();
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anim = new LambdaAnimation(
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[this, startPos, endPos, posMax](float t) {
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t -= 1;
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float f = glm::mix(startPos, endPos, t * t * t + 1);
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if (f < 0)
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f += posMax;
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if (f >= posMax)
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f -= posMax;
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this->mCamOffset = endPos;
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},
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500);
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}
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setAnimation(anim, 0, nullptr, false, 0);
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}
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void SystemView::populate()
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void SystemView::populate()
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{
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{
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auto themeSets = ThemeData::getThemeSets();
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auto themeSets = ThemeData::getThemeSets();
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@ -179,275 +448,6 @@ void SystemView::updateGameCount()
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mSystemInfo->setText(ss.str());
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mSystemInfo->setText(ss.str());
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}
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}
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void SystemView::goToSystem(SystemData* system, bool animate)
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{
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mCarousel->setCursor(system);
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updateGameCount();
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if (!animate)
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finishSystemAnimation(0);
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}
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bool SystemView::input(InputConfig* config, Input input)
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{
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if (input.value != 0) {
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if (config->getDeviceId() == DEVICE_KEYBOARD && input.value && input.id == SDLK_r &&
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SDL_GetModState() & KMOD_LCTRL && Settings::getInstance()->getBool("Debug")) {
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LOG(LogDebug) << "SystemView::input(): Reloading all";
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ViewController::getInstance()->reloadAll();
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return true;
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}
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if (config->isMappedTo("a", input)) {
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mCarousel->stopScrolling();
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ViewController::getInstance()->goToGamelist(mCarousel->getSelected());
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NavigationSounds::getInstance().playThemeNavigationSound(SELECTSOUND);
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return true;
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}
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if (Settings::getInstance()->getBool("RandomAddButton") &&
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(config->isMappedTo("leftthumbstickclick", input) ||
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config->isMappedTo("rightthumbstickclick", input))) {
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// Get a random system and jump to it.
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NavigationSounds::getInstance().playThemeNavigationSound(SYSTEMBROWSESOUND);
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mCarousel->setCursor(SystemData::getRandomSystem(mCarousel->getSelected()));
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return true;
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}
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if (!UIModeController::getInstance()->isUIModeKid() && config->isMappedTo("back", input) &&
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Settings::getInstance()->getBool("ScreensaverControls")) {
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if (!mWindow->isScreensaverActive()) {
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ViewController::getInstance()->stopScrolling();
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ViewController::getInstance()->cancelViewTransitions();
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mWindow->startScreensaver();
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mWindow->renderScreensaver();
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}
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return true;
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}
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}
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return mCarousel->input(config, input);
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}
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void SystemView::update(int deltaTime)
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{
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mCarousel->update(deltaTime);
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GuiComponent::update(deltaTime);
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}
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void SystemView::onCursorChanged(const CursorState& /*state*/)
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{
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// Update help style.
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updateHelpPrompts();
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int scrollVelocity {mCarousel->getScrollingVelocity()};
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float startPos {mCamOffset};
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float posMax {static_cast<float>(mCarousel->getNumEntries())};
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float target {static_cast<float>(mCarousel->getCursor())};
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// Find the shortest path to the target.
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float endPos {target}; // Directly.
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float dist {fabs(endPos - startPos)};
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if (fabs(target + posMax - startPos - scrollVelocity) < dist)
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endPos = target + posMax; // Loop around the end (0 -> max).
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if (fabs(target - posMax - startPos - scrollVelocity) < dist)
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endPos = target - posMax; // Loop around the start (max - 1 -> -1).
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std::string transition_style {Settings::getInstance()->getString("TransitionStyle")};
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Animation* anim;
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if (transition_style == "fade") {
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float startFade {mFadeOpacity};
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anim = new LambdaAnimation(
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[this, startFade, startPos, endPos, posMax](float t) {
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t -= 1;
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float f = glm::mix(startPos, endPos, t * t * t + 1);
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if (f < 0)
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f += posMax;
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if (f >= posMax)
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f -= posMax;
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t += 1;
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if (t < 0.3f)
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this->mFadeOpacity =
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glm::mix(0.0f, 1.0f, glm::clamp(t / 0.2f + startFade, 0.0f, 1.0f));
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else if (t < 0.7f)
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this->mFadeOpacity = 1.0f;
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else
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this->mFadeOpacity =
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glm::mix(1.0f, 0.0f, glm::clamp((t - 0.6f) / 0.3f, 0.0f, 1.0f));
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|
||||||
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)
|
void SystemView::getViewElements(const std::shared_ptr<ThemeData>& theme)
|
||||||
{
|
{
|
||||||
LOG(LogDebug) << "SystemView::getViewElements()";
|
LOG(LogDebug) << "SystemView::getViewElements()";
|
||||||
|
|
Loading…
Reference in a new issue