mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2024-11-22 06:05:38 +00:00
Added a simple Animation system.
Launch/return effect reimplemented. ViewController's scrolling camera reimplemented as an Animation.
This commit is contained in:
parent
9875a59549
commit
a13ed11ead
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@ -199,6 +199,11 @@ set(ES_HEADERS
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${CMAKE_CURRENT_SOURCE_DIR}/src/views/GridGameListView.h
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${CMAKE_CURRENT_SOURCE_DIR}/src/views/GridGameListView.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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${CMAKE_CURRENT_SOURCE_DIR}/src/animations/Animation.h
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${CMAKE_CURRENT_SOURCE_DIR}/src/animations/AnimationController.h
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${CMAKE_CURRENT_SOURCE_DIR}/src/animations/LaunchAnimation.h
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${CMAKE_CURRENT_SOURCE_DIR}/src/animations/MoveCameraAnimation.h
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${CMAKE_CURRENT_SOURCE_DIR}/src/resources/Font.h
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${CMAKE_CURRENT_SOURCE_DIR}/src/resources/Font.h
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${CMAKE_CURRENT_SOURCE_DIR}/src/resources/ResourceManager.h
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${CMAKE_CURRENT_SOURCE_DIR}/src/resources/ResourceManager.h
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${CMAKE_CURRENT_SOURCE_DIR}/src/resources/TextureResource.h
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${CMAKE_CURRENT_SOURCE_DIR}/src/resources/TextureResource.h
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@ -269,6 +274,8 @@ set(ES_SOURCES
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${CMAKE_CURRENT_SOURCE_DIR}/src/views/GridGameListView.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/views/GridGameListView.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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${CMAKE_CURRENT_SOURCE_DIR}/src/animations/AnimationController.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/data/ResourceUtil.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/data/ResourceUtil.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/data/converted/ES_logo_16_png.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/data/converted/ES_logo_16_png.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/data/converted/ES_logo_32_png.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/data/converted/ES_logo_32_png.cpp
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@ -2,6 +2,7 @@
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#include "Window.h"
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#include "Window.h"
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#include "Log.h"
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#include "Log.h"
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#include "Renderer.h"
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#include "Renderer.h"
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#include "animations/AnimationController.h"
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GuiComponent::GuiComponent(Window* window) : mWindow(window), mParent(NULL), mOpacity(255),
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GuiComponent::GuiComponent(Window* window) : mWindow(window), mParent(NULL), mOpacity(255),
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mPosition(Eigen::Vector3f::Zero()), mSize(Eigen::Vector2f::Zero()), mTransform(Eigen::Affine3f::Identity())
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mPosition(Eigen::Vector3f::Zero()), mSize(Eigen::Vector2f::Zero()), mTransform(Eigen::Affine3f::Identity())
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@ -32,6 +33,9 @@ bool GuiComponent::input(InputConfig* config, Input input)
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void GuiComponent::update(int deltaTime)
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void GuiComponent::update(int deltaTime)
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{
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{
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if(mAnimationController)
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mAnimationController->update(deltaTime);
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for(unsigned int i = 0; i < getChildCount(); i++)
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for(unsigned int i = 0; i < getChildCount(); i++)
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{
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{
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getChild(i)->update(deltaTime);
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getChild(i)->update(deltaTime);
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@ -181,3 +185,13 @@ void GuiComponent::textInput(const char* text)
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(*iter)->textInput(text);
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(*iter)->textInput(text);
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}
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}
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}
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}
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void GuiComponent::setAnimation(Animation* anim, std::function<void()> finishedCallback, bool reverse)
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{
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mAnimationController = std::shared_ptr<AnimationController>(new AnimationController(anim, finishedCallback, reverse));
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}
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void GuiComponent::stopAnimation()
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{
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mAnimationController.reset();
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}
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@ -2,9 +2,12 @@
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#define _GUICOMPONENT_H_
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#define _GUICOMPONENT_H_
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#include "InputConfig.h"
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#include "InputConfig.h"
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#include <memory>
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#include <Eigen/Dense>
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#include <Eigen/Dense>
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class Window;
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class Window;
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class Animation;
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class AnimationController;
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class GuiComponent
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class GuiComponent
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{
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{
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@ -48,6 +51,10 @@ public:
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unsigned int getChildCount() const;
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unsigned int getChildCount() const;
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GuiComponent* getChild(unsigned int i) const;
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GuiComponent* getChild(unsigned int i) const;
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// animation will be automatically deleted when it completes or is stopped.
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void setAnimation(Animation* animation, std::function<void()> finishedCallback = nullptr, bool reverse = false);
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void stopAnimation();
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virtual unsigned char getOpacity() const;
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virtual unsigned char getOpacity() const;
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virtual void setOpacity(unsigned char opacity);
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virtual void setOpacity(unsigned char opacity);
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@ -73,6 +80,7 @@ protected:
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private:
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private:
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Eigen::Affine3f mTransform; //Don't access this directly! Use getTransform()!
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Eigen::Affine3f mTransform; //Don't access this directly! Use getTransform()!
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std::shared_ptr<AnimationController> mAnimationController;
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};
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};
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#endif
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#endif
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43
src/animations/Animation.h
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43
src/animations/Animation.h
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@ -0,0 +1,43 @@
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#pragma once
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#include <Eigen/Dense>
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class Animation
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{
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public:
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virtual int getDuration() const = 0;
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virtual void apply(float t) = 0;
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};
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// useful helper/interpolation functions
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inline float clamp(float min, float max, float val)
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{
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if(val < min)
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val = min;
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else if(val > max)
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val = max;
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return val;
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}
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//http://en.wikipedia.org/wiki/Smoothstep
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inline float smoothStep(float edge0, float edge1, float x)
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{
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// Scale, and clamp x to 0..1 range
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x = clamp(0, 1, (x - edge0)/(edge1 - edge0));
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// Evaluate polynomial
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return x*x*x*(x*(x*6 - 15) + 10);
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}
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template<typename T>
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T lerp(const T& start, const T& end, float t)
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{
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if(t <= 0.0f)
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return start;
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if(t >= 1.0f)
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return end;
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return (start * (1 - t) + end * t);
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}
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38
src/animations/AnimationController.cpp
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38
src/animations/AnimationController.cpp
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@ -0,0 +1,38 @@
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#include "AnimationController.h"
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AnimationController::AnimationController(Animation* anim, std::function<void()> finishedCallback, bool reverse)
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: mAnimation(anim), mFinishedCallback(finishedCallback), mReverse(reverse), mTime(0)
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{
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}
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AnimationController::~AnimationController()
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{
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if(mFinishedCallback)
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mFinishedCallback();
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delete mAnimation;
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}
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void AnimationController::update(int deltaTime)
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{
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mTime += deltaTime;
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float t = (float)mTime / mAnimation->getDuration();
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if(t > 1.0f)
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t = 1.0f;
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else if(t < 0.0f)
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t = 0.0f;
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mAnimation->apply(mReverse ? 1.0f - t : t);
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if(t == 1.0f)
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{
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if(mFinishedCallback)
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{
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// in case mFinishedCallback causes us to be deleted, use a copy
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auto copy = mFinishedCallback;
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mFinishedCallback = nullptr;
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copy();
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}
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}
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}
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22
src/animations/AnimationController.h
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22
src/animations/AnimationController.h
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@ -0,0 +1,22 @@
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#pragma once
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#include <memory>
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#include <functional>
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#include "Animation.h"
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class AnimationController
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{
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public:
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// FinishedCallback is guaranteed to be called exactly once, even if the animation does not finish normally.
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// Takes ownership of anim (will delete in destructor).
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AnimationController(Animation* anim, std::function<void()> finishedCallback = nullptr, bool reverse = false);
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virtual ~AnimationController();
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void update(int deltaTime);
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private:
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Animation* mAnimation;
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std::function<void()> mFinishedCallback;
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bool mReverse;
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int mTime;
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};
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64
src/animations/LaunchAnimation.h
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64
src/animations/LaunchAnimation.h
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@ -0,0 +1,64 @@
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#pragma once
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#include "Animation.h"
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#include "../Log.h"
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// let's look at the game launch effect:
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// -move camera to center on point P (interpolation method: linear)
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// -zoom camera to factor Z via matrix scale (interpolation method: exponential)
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// -fade screen to black at rate F (interpolation method: exponential)
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// How the animation gets constructed from the example of implementing the game launch effect:
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// 1. Current parameters are retrieved through a get() call
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// ugliness:
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// -have to have a way to get a reference to the animation
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// -requires additional implementation in some parent object, potentially AnimationController
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// 2. ViewController is passed in LaunchAnimation constructor, applies state through setters
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// ugliness:
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// -effect only works for ViewController
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// 3. Pass references to ViewController variables - LaunchAnimation(mCameraPos, mFadePerc, target)
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// ugliness:
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// -what if ViewController is deleted? --> AnimationController class handles that
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// -no callbacks for changes...but that works well with this style of update, so I think it's okay
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// 4. Use callbacks to set variables
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// ugliness:
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// -boilerplate as hell every time
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// #3 wins
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// can't wait to see how this one bites me in the ass
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class LaunchAnimation : public Animation
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{
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public:
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//Target is a centerpoint
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LaunchAnimation(Eigen::Affine3f& camera, float& fade, const Eigen::Vector3f& target, int duration) :
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mCameraStart(camera), mTarget(target), mDuration(duration), cameraOut(camera), fadeOut(fade) {}
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int getDuration() const override { return mDuration; }
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void apply(float t) override
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{
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cameraOut = Eigen::Affine3f::Identity();
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float zoom = lerp<float>(1.0, 3.0, t*t);
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cameraOut.scale(Eigen::Vector3f(zoom, zoom, 1));
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const float sw = (float)Renderer::getScreenWidth() / zoom;
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const float sh = (float)Renderer::getScreenHeight() / zoom;
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Eigen::Vector3f centerPoint = lerp<Eigen::Vector3f>(-mCameraStart.translation() + Eigen::Vector3f(Renderer::getScreenWidth() / 2.0f, Renderer::getScreenHeight() / 2.0f, 0),
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mTarget, smoothStep(0.0, 1.0, t));
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cameraOut.translate(Eigen::Vector3f((sw / 2) - centerPoint.x(), (sh / 2) - centerPoint.y(), 0));
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fadeOut = lerp<float>(0.0, 1.0, t*t);
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}
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private:
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Eigen::Affine3f mCameraStart;
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Eigen::Vector3f mTarget;
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int mDuration;
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Eigen::Affine3f& cameraOut;
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float& fadeOut;
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};
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24
src/animations/MoveCameraAnimation.h
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24
src/animations/MoveCameraAnimation.h
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@ -0,0 +1,24 @@
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#pragma once
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#include "Animation.h"
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class MoveCameraAnimation : public Animation
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{
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public:
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MoveCameraAnimation(Eigen::Affine3f& camera, const Eigen::Vector3f& target) : mCameraStart(camera), mTarget(target), cameraOut(camera) {}
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int getDuration() const override { return 400; }
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void apply(float t) override
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{
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// cubic ease out
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t -= 1;
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cameraOut.translation() = -lerp<Eigen::Vector3f>(-mCameraStart.translation(), mTarget, t*t*t + 1);
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}
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private:
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Eigen::Affine3f mCameraStart;
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Eigen::Vector3f mTarget;
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Eigen::Affine3f& cameraOut;
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};
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#include "BasicGameListView.h"
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#include "BasicGameListView.h"
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#include "DetailedGameListView.h"
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#include "DetailedGameListView.h"
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#include "GridGameListView.h"
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#include "GridGameListView.h"
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#include "../animations/LaunchAnimation.h"
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#include "../animations/MoveCameraAnimation.h"
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ViewController::ViewController(Window* window)
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ViewController::ViewController(Window* window)
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: GuiComponent(window), mCurrentView(nullptr), mCameraPos(Eigen::Affine3f::Identity())
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: GuiComponent(window), mCurrentView(nullptr), mCamera(Eigen::Affine3f::Identity()), mFadeOpacity(0)
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{
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{
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mState.viewing = START_SCREEN;
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mState.viewing = START_SCREEN;
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}
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}
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@ -16,6 +18,7 @@ void ViewController::goToSystemSelect()
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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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goToSystem(SystemData::sSystemVector.at(0));
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goToSystem(SystemData::sSystemVector.at(0));
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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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SystemData* getSystemCyclic(SystemData* from, bool reverse)
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@ -68,6 +71,12 @@ void ViewController::goToSystem(SystemData* system)
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mState.data.system = system;
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mState.data.system = system;
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mCurrentView = getSystemView(system);
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mCurrentView = getSystemView(system);
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playViewTransition();
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}
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void ViewController::playViewTransition()
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{
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setAnimation(new MoveCameraAnimation(mCamera, mCurrentView->getPosition()));
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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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@ -78,7 +87,7 @@ void ViewController::onFileChanged(FileData* file, FileChangeType change)
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}
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}
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}
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}
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void ViewController::launch(FileData* game)
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void ViewController::launch(FileData* game, const Eigen::Vector3f& center)
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{
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{
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if(game->getType() != GAME)
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if(game->getType() != GAME)
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{
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{
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@ -86,9 +95,16 @@ void ViewController::launch(FileData* game)
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return;
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return;
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}
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}
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// Effect TODO
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game->getSystem()->getTheme()->playSound("gameSelectSound");
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game->getSystem()->getTheme()->playSound("gameSelectSound");
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game->getSystem()->launchGame(mWindow, game);
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Eigen::Affine3f origCamera = mCamera;
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setAnimation(new LaunchAnimation(mCamera, mFadeOpacity, center, 1500), [this, origCamera, center, game]
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{
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game->getSystem()->launchGame(mWindow, game);
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mCamera = origCamera;
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setAnimation(new LaunchAnimation(mCamera, mFadeOpacity, center, 600), nullptr, true);
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});
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}
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}
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std::shared_ptr<GameListView> ViewController::getSystemView(SystemData* system)
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std::shared_ptr<GameListView> ViewController::getSystemView(SystemData* system)
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@ -120,7 +136,6 @@ std::shared_ptr<GameListView> ViewController::getSystemView(SystemData* system)
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else
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else
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view = std::shared_ptr<GameListView>(new BasicGameListView(mWindow, system->getRootFolder()));
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view = std::shared_ptr<GameListView>(new BasicGameListView(mWindow, system->getRootFolder()));
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||||||
|
|
||||||
//view = std::shared_ptr<GameListView>(new GridGameListView(mWindow, system->getRootFolder()));
|
//view = std::shared_ptr<GameListView>(new GridGameListView(mWindow, system->getRootFolder()));
|
||||||
|
|
||||||
view->setTheme(system->getTheme());
|
view->setTheme(system->getTheme());
|
||||||
|
@ -146,46 +161,24 @@ bool ViewController::input(InputConfig* config, Input input)
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
float clamp(float min, float max, float val)
|
|
||||||
{
|
|
||||||
if(val < min)
|
|
||||||
val = min;
|
|
||||||
else if(val > max)
|
|
||||||
val = max;
|
|
||||||
|
|
||||||
return val;
|
|
||||||
}
|
|
||||||
|
|
||||||
//http://en.wikipedia.org/wiki/Smoothstep
|
|
||||||
float smoothStep(float edge0, float edge1, float x)
|
|
||||||
{
|
|
||||||
// Scale, and clamp x to 0..1 range
|
|
||||||
x = clamp(0, 1, (x - edge0)/(edge1 - edge0));
|
|
||||||
|
|
||||||
// Evaluate polynomial
|
|
||||||
return x*x*x*(x*(x*6 - 15) + 10);
|
|
||||||
}
|
|
||||||
|
|
||||||
void ViewController::update(int deltaTime)
|
void ViewController::update(int deltaTime)
|
||||||
{
|
{
|
||||||
if(mCurrentView)
|
if(mCurrentView)
|
||||||
{
|
{
|
||||||
mCurrentView->update(deltaTime);
|
mCurrentView->update(deltaTime);
|
||||||
|
|
||||||
// move camera towards current view (should use smoothstep)
|
|
||||||
Eigen::Vector3f diff = (mCurrentView->getPosition() + mCameraPos.translation()) * 0.0075f * (float)deltaTime;
|
|
||||||
mCameraPos.translate(-diff);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
GuiComponent::update(deltaTime);
|
||||||
}
|
}
|
||||||
|
|
||||||
void ViewController::render(const Eigen::Affine3f& parentTrans)
|
void ViewController::render(const Eigen::Affine3f& parentTrans)
|
||||||
{
|
{
|
||||||
Eigen::Affine3f trans = parentTrans * mCameraPos;
|
Eigen::Affine3f trans = mCamera * parentTrans;
|
||||||
|
|
||||||
//should really do some clipping here
|
// draw systems
|
||||||
for(auto it = mSystemViews.begin(); it != mSystemViews.end(); it++)
|
for(auto it = mSystemViews.begin(); it != mSystemViews.end(); it++)
|
||||||
{
|
{
|
||||||
|
// clipping
|
||||||
Eigen::Vector3f pos = it->second->getPosition();
|
Eigen::Vector3f pos = it->second->getPosition();
|
||||||
Eigen::Vector2f size = it->second->getSize();
|
Eigen::Vector2f size = it->second->getSize();
|
||||||
|
|
||||||
|
@ -196,4 +189,11 @@ void ViewController::render(const Eigen::Affine3f& parentTrans)
|
||||||
pos.x() <= camPos.x() + camSize.x() && pos.y() <= camPos.y() + camSize.y())
|
pos.x() <= camPos.x() + camSize.x() && pos.y() <= camPos.y() + camSize.y())
|
||||||
it->second->render(trans);
|
it->second->render(trans);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// fade out
|
||||||
|
if(mFadeOpacity)
|
||||||
|
{
|
||||||
|
Renderer::setMatrix(Eigen::Affine3f::Identity());
|
||||||
|
Renderer::drawRect(0, 0, Renderer::getScreenWidth(), Renderer::getScreenHeight(), 0x00000000 | (unsigned char)(mFadeOpacity * 255));
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -19,7 +19,7 @@ public:
|
||||||
|
|
||||||
// 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.
|
||||||
// Once the game terminates, plays a return effect.
|
// Once the game terminates, plays a return effect.
|
||||||
void launch(FileData* game);
|
void launch(FileData* game, const Eigen::Vector3f& centerCameraOn = Eigen::Vector3f(Renderer::getScreenWidth() / 2.0f, Renderer::getScreenHeight() / 2.0f, 0));
|
||||||
|
|
||||||
bool input(InputConfig* config, Input input) override;
|
bool input(InputConfig* config, Input input) override;
|
||||||
void update(int deltaTime) override;
|
void update(int deltaTime) override;
|
||||||
|
@ -49,12 +49,14 @@ public:
|
||||||
inline const State& getState() const { return mState; }
|
inline const State& getState() const { return mState; }
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
void playViewTransition();
|
||||||
std::shared_ptr<GameListView> getSystemView(SystemData* system);
|
std::shared_ptr<GameListView> getSystemView(SystemData* system);
|
||||||
|
|
||||||
std::shared_ptr<GuiComponent> mCurrentView;
|
std::shared_ptr<GuiComponent> mCurrentView;
|
||||||
std::map< SystemData*, std::shared_ptr<GameListView> > mSystemViews;
|
std::map< SystemData*, std::shared_ptr<GameListView> > mSystemViews;
|
||||||
|
|
||||||
Eigen::Affine3f mCameraPos;
|
Eigen::Affine3f mCamera;
|
||||||
|
float mFadeOpacity;
|
||||||
|
|
||||||
State mState;
|
State mState;
|
||||||
};
|
};
|
||||||
|
|
Loading…
Reference in a new issue