mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2024-11-22 06:05:38 +00:00
Refactored SystemListView directly into ViewController.
Made system views match up with their gamelist views. Pressing "back" on a gamelist view now takes you to the correct system view.
This commit is contained in:
parent
b6577e630d
commit
6f442556c0
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@ -198,7 +198,6 @@ set(ES_HEADERS
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${CMAKE_CURRENT_SOURCE_DIR}/src/views/gamelist/IGameListView.h
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${CMAKE_CURRENT_SOURCE_DIR}/src/views/gamelist/IGameListView.h
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${CMAKE_CURRENT_SOURCE_DIR}/src/views/gamelist/ISimpleGameListView.h
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${CMAKE_CURRENT_SOURCE_DIR}/src/views/gamelist/ISimpleGameListView.h
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${CMAKE_CURRENT_SOURCE_DIR}/src/views/gamelist/GridGameListView.h
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${CMAKE_CURRENT_SOURCE_DIR}/src/views/gamelist/GridGameListView.h
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${CMAKE_CURRENT_SOURCE_DIR}/src/views/SystemListView.h
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${CMAKE_CURRENT_SOURCE_DIR}/src/views/SystemView.h
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${CMAKE_CURRENT_SOURCE_DIR}/src/views/SystemView.h
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${CMAKE_CURRENT_SOURCE_DIR}/src/views/ViewController.h
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${CMAKE_CURRENT_SOURCE_DIR}/src/views/ViewController.h
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@ -277,7 +276,6 @@ set(ES_SOURCES
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${CMAKE_CURRENT_SOURCE_DIR}/src/views/gamelist/IGameListView.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/views/gamelist/IGameListView.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/views/gamelist/ISimpleGameListView.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/views/gamelist/ISimpleGameListView.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/views/gamelist/GridGameListView.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/views/gamelist/GridGameListView.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/views/SystemListView.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/views/SystemView.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/views/SystemView.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/views/ViewController.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/views/ViewController.cpp
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@ -39,6 +39,25 @@ public:
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static std::vector<SystemData*> sSystemVector;
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static std::vector<SystemData*> sSystemVector;
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inline std::vector<SystemData*>::const_iterator getIterator() const { return std::find(sSystemVector.begin(), sSystemVector.end(), this); };
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inline std::vector<SystemData*>::const_reverse_iterator getRevIterator() const { return std::find(sSystemVector.rbegin(), sSystemVector.rend(), this); };
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inline SystemData* getNext() const
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{
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auto it = getIterator();
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it++;
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if(it == sSystemVector.end()) it = sSystemVector.begin();
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return *it;
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}
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inline SystemData* getPrev() const
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{
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auto it = getRevIterator();
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it++;
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if(it == sSystemVector.rend()) it = sSystemVector.rbegin();
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return *it;
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}
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private:
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private:
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std::string mName;
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std::string mName;
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std::string mFullName;
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std::string mFullName;
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@ -38,7 +38,7 @@ bool GuiInputConfig::input(InputConfig* config, Input input)
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mWindow->pushGui(new GuiInputConfig(mWindow, mWindow->getInputManager()->getInputConfigByPlayer(mTargetConfig->getPlayerNum() + 1)));
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mWindow->pushGui(new GuiInputConfig(mWindow, mWindow->getInputManager()->getInputConfigByPlayer(mTargetConfig->getPlayerNum() + 1)));
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}else{
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}else{
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mWindow->getInputManager()->writeConfig();
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mWindow->getInputManager()->writeConfig();
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mWindow->getViewController()->goToSystemSelect();
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mWindow->getViewController()->goToStart();
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}
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}
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delete this;
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delete this;
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return true;
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return true;
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@ -172,7 +172,7 @@ int main(int argc, char* argv[])
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//choose which GUI to open depending on if an input configuration already exists
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//choose which GUI to open depending on if an input configuration already exists
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if(fs::exists(InputManager::getConfigPath()))
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if(fs::exists(InputManager::getConfigPath()))
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{
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{
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window.getViewController()->goToSystemSelect();
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window.getViewController()->goToStart();
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}else{
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}else{
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window.pushGui(new GuiDetectDevice(&window));
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window.pushGui(new GuiDetectDevice(&window));
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}
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}
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@ -1,79 +0,0 @@
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#include "SystemListView.h"
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#include "../Renderer.h"
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#include "../SystemData.h"
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#include "../animations/MoveCameraAnimation.h"
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#include "../Window.h"
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#include "ViewController.h"
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SystemListView::SystemListView(Window* window) : GuiComponent(window), mCamera(Eigen::Affine3f::Identity()), mCurrentSystem(NULL)
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{
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setSize((float)Renderer::getScreenWidth(), (float)Renderer::getScreenHeight());
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goToSystem(SystemData::sSystemVector.at(0));
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}
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void SystemListView::goToSystem(SystemData* system)
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{
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std::shared_ptr<SystemView> view = getSystemView(system);
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mCurrentView = view;
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mCurrentSystem = system;
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setAnimation(new MoveCameraAnimation(mCamera, view->getPosition()));
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}
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std::shared_ptr<SystemView> SystemListView::getSystemView(SystemData* system)
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{
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auto exists = mSystemViews.find(system);
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if(exists != mSystemViews.end())
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return exists->second;
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const std::vector<SystemData*>& sysVec = SystemData::sSystemVector;
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int id = std::find(sysVec.begin(), sysVec.end(), system) - sysVec.begin();
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std::shared_ptr<SystemView> view = std::shared_ptr<SystemView>(new SystemView(mWindow, system));
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view->setPosition(id * (float)Renderer::getScreenWidth(), 0);
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mSystemViews[system] = view;
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return view;
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}
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bool SystemListView::input(InputConfig* config, Input input)
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{
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if(input.value != 0)
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{
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int id = std::find(SystemData::sSystemVector.begin(), SystemData::sSystemVector.end(), mCurrentSystem) - SystemData::sSystemVector.begin();
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if(config->isMappedTo("left", input))
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{
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id--;
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if(id < 0)
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id += SystemData::sSystemVector.size();
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goToSystem(SystemData::sSystemVector.at(id));
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return true;
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}
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if(config->isMappedTo("right", input))
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{
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id = (id + 1) % SystemData::sSystemVector.size();
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goToSystem(SystemData::sSystemVector.at(id));
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return true;
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}
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if(config->isMappedTo("a", input))
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{
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mWindow->getViewController()->goToGameList(mCurrentSystem);
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return true;
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}
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}
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return GuiComponent::input(config, input);
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}
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void SystemListView::render(const Eigen::Affine3f& parentTrans)
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{
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Eigen::Affine3f trans = mCamera * getTransform() * parentTrans;
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// TODO: clipping
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for(auto it = mSystemViews.begin(); it != mSystemViews.end(); it++)
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{
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it->second->render(trans);
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}
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}
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@ -1,23 +0,0 @@
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#pragma once
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#include "SystemView.h"
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class SystemListView : public GuiComponent
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{
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public:
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SystemListView(Window* window);
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void goToSystem(SystemData* system);
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bool input(InputConfig* config, Input input) override;
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void render(const Eigen::Affine3f& parentTrans) override;
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private:
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Eigen::Affine3f mCamera;
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std::shared_ptr<SystemView> mCurrentView;
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SystemData* mCurrentSystem;
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std::shared_ptr<SystemView> getSystemView(SystemData* system);
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std::map< SystemData*, std::shared_ptr<SystemView> > mSystemViews;
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};
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@ -2,6 +2,8 @@
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#include "../SystemData.h"
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#include "../SystemData.h"
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#include "../Renderer.h"
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#include "../Renderer.h"
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#include "../Log.h"
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#include "../Log.h"
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#include "../Window.h"
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#include "ViewController.h"
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SystemView::SystemView(Window* window, SystemData* system) : GuiComponent(window),
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SystemView::SystemView(Window* window, SystemData* system) : GuiComponent(window),
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mSystem(system),
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mSystem(system),
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@ -47,3 +49,27 @@ void SystemView::updateData()
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mImage.setImage(mSystem->getTheme()->getImage("systemImage").getTexture());
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mImage.setImage(mSystem->getTheme()->getImage("systemImage").getTexture());
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}
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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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{
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if(config->isMappedTo("left", input))
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{
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mWindow->getViewController()->goToSystemView(mSystem->getPrev());
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return true;
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}
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if(config->isMappedTo("right", input))
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{
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mWindow->getViewController()->goToSystemView(mSystem->getNext());
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return true;
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}
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if(config->isMappedTo("a", input))
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{
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mWindow->getViewController()->goToGameList(mSystem);
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return true;
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}
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}
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return GuiComponent::input(config, input);
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}
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void updateData();
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void updateData();
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bool input(InputConfig* config, Input input) override;
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private:
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private:
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SystemData* mSystem;
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SystemData* mSystem;
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{
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{
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// slot 1 so the fade carries over
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// slot 1 so the fade carries over
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setAnimation(new LambdaAnimation([&] (float t) { mFadeOpacity = lerp<float>(1.0f, 0.0f, t); }, 900), nullptr, false, 1);
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setAnimation(new LambdaAnimation([&] (float t) { mFadeOpacity = lerp<float>(1.0f, 0.0f, t); }, 900), nullptr, false, 1);
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mState.viewing = START_SCREEN;
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mState.viewing = NOTHING;
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}
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}
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void ViewController::goToSystemSelect()
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void ViewController::goToStart()
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{
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// TODO
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/* mState.viewing = START_SCREEN;
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mCurrentView.reset();
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playViewTransition(); */
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goToSystemView(SystemData::sSystemVector.at(0));
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}
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void ViewController::goToSystemView(SystemData* system)
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{
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{
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mState.viewing = SYSTEM_SELECT;
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mState.viewing = SYSTEM_SELECT;
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mCurrentView = getSystemListView();
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mCurrentView = getSystemView(system);
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playViewTransition();
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playViewTransition();
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}
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}
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SystemData* getSystemCyclic(SystemData* from, bool reverse)
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{
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std::vector<SystemData*>& sysVec = SystemData::sSystemVector;
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if(reverse)
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{
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auto it = std::find(sysVec.rbegin(), sysVec.rend(), from);
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assert(it != sysVec.rend());
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it++;
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if(it == sysVec.rend())
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it = sysVec.rbegin();
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return *it;
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}else{
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auto it = std::find(sysVec.begin(), sysVec.end(), from);
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assert(it != sysVec.end());
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it++;
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if(it == sysVec.end())
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it = sysVec.begin();
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return *it;
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}
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}
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void ViewController::goToNextGameList()
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void ViewController::goToNextGameList()
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{
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{
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assert(mState.viewing == GAME_LIST);
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assert(mState.viewing == GAME_LIST);
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SystemData* system = getState().getSystem();
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SystemData* system = mState.data.system;
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assert(system);
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if(system == NULL)
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goToGameList(system->getNext());
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return;
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goToGameList(getSystemCyclic(system, false));
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}
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}
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void ViewController::goToPrevGameList()
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void ViewController::goToPrevGameList()
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{
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{
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assert(mState.viewing == GAME_LIST);
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assert(mState.viewing == GAME_LIST);
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SystemData* system = getState().getSystem();
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SystemData* system = mState.data.system;
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assert(system);
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if(system == NULL)
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goToGameList(system->getPrev());
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return;
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goToGameList(getSystemCyclic(system, true));
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}
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}
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void ViewController::goToGameList(SystemData* system)
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void ViewController::goToGameList(SystemData* system)
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void ViewController::playViewTransition()
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void ViewController::playViewTransition()
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{
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{
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setAnimation(new MoveCameraAnimation(mCamera, mCurrentView->getPosition()));
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Eigen::Vector3f target(Eigen::Vector3f::Identity());
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if(mCurrentView)
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target = mCurrentView->getPosition();
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setAnimation(new MoveCameraAnimation(mCamera, target));
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}
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}
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void ViewController::onFileChanged(FileData* file, FileChangeType change)
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void ViewController::onFileChanged(FileData* file, FileChangeType change)
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@ -126,32 +110,27 @@ std::shared_ptr<IGameListView> ViewController::getGameListView(SystemData* syste
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//if we didn't, make it, remember it, and return it
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//if we didn't, make it, remember it, and return it
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std::shared_ptr<IGameListView> view;
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std::shared_ptr<IGameListView> view;
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if(system != NULL)
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//decide type
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bool detailed = false;
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std::vector<FileData*> files = system->getRootFolder()->getFilesRecursive(GAME | FOLDER);
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for(auto it = files.begin(); it != files.end(); it++)
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{
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{
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//decide type
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if(!(*it)->getThumbnailPath().empty())
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bool detailed = false;
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std::vector<FileData*> files = system->getRootFolder()->getFilesRecursive(GAME | FOLDER);
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for(auto it = files.begin(); it != files.end(); it++)
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{
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{
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if(!(*it)->getThumbnailPath().empty())
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detailed = true;
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{
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break;
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detailed = true;
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break;
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}
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}
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}
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if(detailed)
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view = std::shared_ptr<IGameListView>(new DetailedGameListView(mWindow, system->getRootFolder()));
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else
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view = std::shared_ptr<IGameListView>(new BasicGameListView(mWindow, system->getRootFolder()));
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// uncomment for experimental "image grid" view
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//view = std::shared_ptr<IGameListView>(new GridGameListView(mWindow, system->getRootFolder()));
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view->setTheme(system->getTheme());
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}else{
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LOG(LogError) << "null system"; // should eventually return an "all games" gamelist view
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}
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}
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if(detailed)
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view = std::shared_ptr<IGameListView>(new DetailedGameListView(mWindow, system->getRootFolder()));
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else
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view = std::shared_ptr<IGameListView>(new BasicGameListView(mWindow, system->getRootFolder()));
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// uncomment for experimental "image grid" view
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//view = std::shared_ptr<IGameListView>(new GridGameListView(mWindow, system->getRootFolder()));
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view->setTheme(system->getTheme());
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std::vector<SystemData*>& sysVec = SystemData::sSystemVector;
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std::vector<SystemData*>& sysVec = SystemData::sSystemVector;
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int id = std::find(sysVec.begin(), sysVec.end(), system) - sysVec.begin();
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int id = std::find(sysVec.begin(), sysVec.end(), system) - sysVec.begin();
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@ -161,15 +140,18 @@ std::shared_ptr<IGameListView> ViewController::getGameListView(SystemData* syste
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return view;
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return view;
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}
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}
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std::shared_ptr<SystemListView> ViewController::getSystemListView()
|
std::shared_ptr<SystemView> ViewController::getSystemView(SystemData* system)
|
||||||
{
|
{
|
||||||
if(!mSystemListView)
|
//if we already made one, return that one
|
||||||
{
|
auto exists = mSystemViews.find(system);
|
||||||
mSystemListView = std::shared_ptr<SystemListView>(new SystemListView(mWindow));
|
if(exists != mSystemViews.end())
|
||||||
mSystemListView->setPosition(0, (float)Renderer::getScreenHeight());
|
return exists->second;
|
||||||
}
|
|
||||||
|
|
||||||
return mSystemListView;
|
//if we didn't, make it, remember it, and return it
|
||||||
|
std::shared_ptr<SystemView> view = std::shared_ptr<SystemView>(new SystemView(mWindow, system));
|
||||||
|
view->setPosition((system->getIterator() - SystemData::sSystemVector.begin()) * (float)Renderer::getScreenWidth(), (float)Renderer::getScreenHeight());
|
||||||
|
mSystemViews[system] = view;
|
||||||
|
return view;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
@ -211,8 +193,12 @@ void ViewController::render(const Eigen::Affine3f& parentTrans)
|
||||||
Eigen::Vector3f viewStart = trans.inverse().translation();
|
Eigen::Vector3f viewStart = trans.inverse().translation();
|
||||||
Eigen::Vector3f viewEnd = trans.inverse() * Eigen::Vector3f((float)Renderer::getScreenWidth(), (float)Renderer::getScreenHeight(), 0);
|
Eigen::Vector3f viewEnd = trans.inverse() * Eigen::Vector3f((float)Renderer::getScreenWidth(), (float)Renderer::getScreenHeight(), 0);
|
||||||
|
|
||||||
// draw systemlist
|
// draw systemviews
|
||||||
if(mSystemListView) mSystemListView->render(trans);
|
for(auto it = mSystemViews.begin(); it != mSystemViews.end(); it++)
|
||||||
|
{
|
||||||
|
// should do clipping
|
||||||
|
it->second->render(trans);
|
||||||
|
}
|
||||||
|
|
||||||
// draw gamelists
|
// draw gamelists
|
||||||
for(auto it = mGameListViews.begin(); it != mGameListViews.end(); it++)
|
for(auto it = mGameListViews.begin(); it != mGameListViews.end(); it++)
|
||||||
|
@ -238,6 +224,7 @@ void ViewController::preload()
|
||||||
{
|
{
|
||||||
for(auto it = SystemData::sSystemVector.begin(); it != SystemData::sSystemVector.end(); it++)
|
for(auto it = SystemData::sSystemVector.begin(); it != SystemData::sSystemVector.end(); it++)
|
||||||
{
|
{
|
||||||
|
getSystemView(*it);
|
||||||
getGameListView(*it);
|
getGameListView(*it);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -248,13 +235,17 @@ void ViewController::reloadGameListView(IGameListView* view)
|
||||||
{
|
{
|
||||||
if(it->second.get() == view)
|
if(it->second.get() == view)
|
||||||
{
|
{
|
||||||
|
bool isCurrent = (mCurrentView == it->second);
|
||||||
SystemData* system = it->first;
|
SystemData* system = it->first;
|
||||||
FileData* cursor = view->getCursor();
|
FileData* cursor = view->getCursor();
|
||||||
mGameListViews.erase(it);
|
mGameListViews.erase(it);
|
||||||
|
|
||||||
std::shared_ptr<IGameListView> newView = getGameListView(system);
|
std::shared_ptr<IGameListView> newView = getGameListView(system);
|
||||||
newView->setCursor(cursor);
|
newView->setCursor(cursor);
|
||||||
mCurrentView = newView;
|
|
||||||
|
if(isCurrent)
|
||||||
|
mCurrentView = newView;
|
||||||
|
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,7 +1,7 @@
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include "gamelist/IGameListView.h"
|
#include "gamelist/IGameListView.h"
|
||||||
#include "SystemListView.h"
|
#include "SystemView.h"
|
||||||
|
|
||||||
class SystemData;
|
class SystemData;
|
||||||
|
|
||||||
|
@ -22,8 +22,9 @@ public:
|
||||||
void goToNextGameList();
|
void goToNextGameList();
|
||||||
void goToPrevGameList();
|
void goToPrevGameList();
|
||||||
void goToGameList(SystemData* system);
|
void goToGameList(SystemData* system);
|
||||||
void goToSystemSelect();
|
void goToSystemView(SystemData* system);
|
||||||
|
void goToStart();
|
||||||
|
|
||||||
void onFileChanged(FileData* file, FileChangeType change);
|
void onFileChanged(FileData* file, FileChangeType change);
|
||||||
|
|
||||||
// Plays a nice launch effect and launches the game at the end of it.
|
// Plays a nice launch effect and launches the game at the end of it.
|
||||||
|
@ -36,6 +37,7 @@ public:
|
||||||
|
|
||||||
enum ViewMode
|
enum ViewMode
|
||||||
{
|
{
|
||||||
|
NOTHING,
|
||||||
START_SCREEN,
|
START_SCREEN,
|
||||||
SYSTEM_SELECT,
|
SYSTEM_SELECT,
|
||||||
GAME_LIST
|
GAME_LIST
|
||||||
|
@ -60,11 +62,11 @@ public:
|
||||||
private:
|
private:
|
||||||
void playViewTransition();
|
void playViewTransition();
|
||||||
std::shared_ptr<IGameListView> getGameListView(SystemData* system);
|
std::shared_ptr<IGameListView> getGameListView(SystemData* system);
|
||||||
std::shared_ptr<SystemListView> getSystemListView();
|
std::shared_ptr<SystemView> getSystemView(SystemData* system);
|
||||||
|
|
||||||
std::shared_ptr<GuiComponent> mCurrentView;
|
std::shared_ptr<GuiComponent> mCurrentView;
|
||||||
std::map< SystemData*, std::shared_ptr<IGameListView> > mGameListViews;
|
std::map< SystemData*, std::shared_ptr<IGameListView> > mGameListViews;
|
||||||
std::shared_ptr<SystemListView> mSystemListView;
|
std::map< SystemData*, std::shared_ptr<SystemView> > mSystemViews;
|
||||||
|
|
||||||
Eigen::Affine3f mCamera;
|
Eigen::Affine3f mCamera;
|
||||||
float mFadeOpacity;
|
float mFadeOpacity;
|
||||||
|
|
|
@ -80,7 +80,7 @@ bool ISimpleGameListView::input(InputConfig* config, Input input)
|
||||||
getTheme()->playSound("backSound");
|
getTheme()->playSound("backSound");
|
||||||
}else{
|
}else{
|
||||||
onFocusLost();
|
onFocusLost();
|
||||||
mWindow->getViewController()->goToSystemSelect();
|
mWindow->getViewController()->goToSystemView(getCursor()->getSystem());
|
||||||
}
|
}
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
|
|
Loading…
Reference in a new issue