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https://github.com/RetroDECK/ES-DE.git
synced 2024-11-23 14:45:38 +00:00
Improved "slide" transition.
Still not happy with the implementation, it's not a true carousel like the SystemList.
This commit is contained in:
parent
fd5508a749
commit
cf8801701a
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@ -79,9 +79,12 @@ void SystemView::populate()
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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)
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void SystemView::goToSystem(SystemData* system, bool animate)
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{
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{
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setCursor(system);
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setCursor(system);
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if(!animate)
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finishAnimation(0);
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}
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}
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bool SystemView::input(InputConfig* config, Input input)
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bool SystemView::input(InputConfig* config, Input input)
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@ -22,7 +22,7 @@ class SystemView : public IList<SystemViewData, SystemData*>
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public:
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public:
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SystemView(Window* window);
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SystemView(Window* window);
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void goToSystem(SystemData* system);
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void goToSystem(SystemData* system, bool animate);
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bool input(InputConfig* config, Input input) override;
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bool input(InputConfig* config, Input input) override;
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void update(int deltaTime) override;
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void update(int deltaTime) override;
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@ -27,13 +27,23 @@ void ViewController::goToStart()
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goToSystemView(SystemData::sSystemVector.at(0));
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goToSystemView(SystemData::sSystemVector.at(0));
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}
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}
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int ViewController::getSystemId(SystemData* system)
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{
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std::vector<SystemData*>& sysVec = SystemData::sSystemVector;
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return std::find(sysVec.begin(), sysVec.end(), system) - sysVec.begin();
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}
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void ViewController::goToSystemView(SystemData* system)
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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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mState.system = system;
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mState.system = system;
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getSystemListView()->goToSystem(system);
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auto systemList = getSystemListView();
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mCurrentView = getSystemListView();
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systemList->setPosition(getSystemId(system) * (float)Renderer::getScreenWidth(), systemList->getPosition().y());
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systemList->goToSystem(system, false);
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mCurrentView = systemList;
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updateHelpPrompts();
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updateHelpPrompts();
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playViewTransition();
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playViewTransition();
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}
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}
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@ -56,6 +66,17 @@ void ViewController::goToPrevGameList()
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void ViewController::goToGameList(SystemData* system)
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void ViewController::goToGameList(SystemData* system)
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{
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{
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if(mState.viewing == SYSTEM_SELECT)
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{
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// move system list
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auto sysList = getSystemListView();
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float offX = sysList->getPosition().x();
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int sysId = getSystemId(system);
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sysList->setPosition(sysId * (float)Renderer::getScreenWidth(), sysList->getPosition().y());
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offX = sysList->getPosition().x() - offX;
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mCamera.translation().x() -= offX;
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}
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mState.viewing = GAME_LIST;
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mState.viewing = GAME_LIST;
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mState.system = system;
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mState.system = system;
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@ -310,7 +331,7 @@ void ViewController::reloadAll()
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mCurrentView = getGameListView(mState.getSystem());
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mCurrentView = getGameListView(mState.getSystem());
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}else if(mState.viewing == SYSTEM_SELECT)
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}else if(mState.viewing == SYSTEM_SELECT)
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{
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{
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mSystemListView->goToSystem(mState.getSystem());
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mSystemListView->goToSystem(mState.getSystem(), false);
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mCurrentView = mSystemListView;
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mCurrentView = mSystemListView;
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}else{
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}else{
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goToSystemView(SystemData::sSystemVector.front());
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goToSystemView(SystemData::sSystemVector.front());
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@ -62,6 +62,7 @@ public:
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private:
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private:
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void playViewTransition();
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void playViewTransition();
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int getSystemId(SystemData* system);
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std::shared_ptr<IGameListView> getGameListView(SystemData* system);
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std::shared_ptr<IGameListView> getGameListView(SystemData* system);
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std::shared_ptr<SystemView> getSystemListView();
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std::shared_ptr<SystemView> getSystemListView();
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