mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2024-11-29 17:45:38 +00:00
Moved configuration files to $HOME/.emulationstation/
Folders should now be sorted alphabetically. Will now fall back to a system font if LinLibertine.ttf is not found. Added a Menu button. Began working on a simple menu.
This commit is contained in:
parent
b56094fe3d
commit
eaf7df7ad5
2
Makefile
2
Makefile
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@ -1,7 +1,7 @@
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CC=g++
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CC=g++
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CFLAGS=-c -Wall
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CFLAGS=-c -Wall
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LDFLAGS=-lSDL -lSDL_ttf -lSDL_image -lboost_system -lboost_filesystem
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LDFLAGS=-lSDL -lSDL_ttf -lSDL_image -lboost_system -lboost_filesystem
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SRCSOURCES=main.cpp Renderer.cpp Renderer_draw.cpp GuiComponent.cpp InputManager.cpp SystemData.cpp GameData.cpp FolderData.cpp XMLReader.cpp components/GuiList.cpp components/GuiGameList.cpp components/GuiInputConfig.cpp components/GuiImage.cpp pugiXML/pugixml.cpp
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SRCSOURCES=main.cpp Renderer.cpp Renderer_draw.cpp GuiComponent.cpp InputManager.cpp SystemData.cpp GameData.cpp FolderData.cpp XMLReader.cpp components/GuiList.cpp components/GuiGameList.cpp components/GuiInputConfig.cpp components/GuiImage.cpp components/GuiMenu.cpp pugiXML/pugixml.cpp
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SOURCES=$(addprefix src/,$(SRCSOURCES))
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SOURCES=$(addprefix src/,$(SRCSOURCES))
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OBJECTS=$(SOURCES:.cpp=.o)
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OBJECTS=$(SOURCES:.cpp=.o)
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EXECUTABLE=emulationstation
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EXECUTABLE=emulationstation
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6
changelog.txt
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6
changelog.txt
Normal file
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@ -0,0 +1,6 @@
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August 4
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-Moved configuration files to $HOME/.emulationstation/
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-Renderer::loadFonts() will now fall back to /usr/share/fonts/truetype/ttf-dejavu/DejaVuSans.ttf if LinLibertine.ttf is not
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-Folders should now be sorted alphabetically
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-Added Menu button
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-Added simple menu
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@ -1,5 +1,6 @@
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#include "FolderData.h"
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#include "FolderData.h"
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#include "SystemData.h"
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#include "SystemData.h"
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#include <algorithm>
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bool FolderData::isFolder() { return true; }
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bool FolderData::isFolder() { return true; }
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std::string FolderData::getName() { return mName; }
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std::string FolderData::getName() { return mName; }
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@ -29,3 +30,32 @@ void FolderData::pushFileData(FileData* file)
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mFileVector.push_back(file);
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mFileVector.push_back(file);
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}
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}
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//returns if file1 should come before file2
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bool filesort(FileData* file1, FileData* file2)
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{
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std::string name1 = file1->getName();
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std::string name2 = file2->getName();
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for(unsigned int i = 0; i < name1.length(); i++)
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{
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if(name1[i] != name2[i])
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{
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if(name1[i] < name2[i])
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{
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return true;
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}else{
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return false;
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}
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}
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}
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if(name1.length() < name2.length())
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return true;
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else
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return false;
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}
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void FolderData::sort()
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{
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std::sort(mFileVector.begin(), mFileVector.end(), filesort);
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}
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@ -20,6 +20,8 @@ public:
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FileData* getFile(unsigned int i);
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FileData* getFile(unsigned int i);
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void pushFileData(FileData* file);
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void pushFileData(FileData* file);
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void sort();
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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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std::string mPath;
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std::string mPath;
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@ -57,3 +57,18 @@ void GuiComponent::render()
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}
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}
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}
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}
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void GuiComponent::pause()
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{
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onPause();
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for(unsigned int i = 0; i < mChildren.size(); i++)
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mChildren.at(i)->pause();
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}
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void GuiComponent::resume()
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{
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onResume();
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for(unsigned int i = 0; i < mChildren.size(); i++)
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mChildren.at(i)->resume();
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}
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@ -15,6 +15,11 @@ public:
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virtual void onRender() { };
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virtual void onRender() { };
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virtual void onTick(int deltaTime) { };
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virtual void onTick(int deltaTime) { };
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void pause();
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void resume();
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virtual void onPause() { };
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virtual void onResume() { };
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virtual void onInput(InputManager::InputButton button, bool keyDown) { };
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virtual void onInput(InputManager::InputButton button, bool keyDown) { };
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void addChild(GuiComponent* comp);
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void addChild(GuiComponent* comp);
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@ -39,4 +39,3 @@ void Renderer::render()
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renderVector.at(i)->render();
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renderVector.at(i)->render();
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}
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}
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}
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}
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@ -97,6 +97,8 @@ void SystemData::populateFolder(FolderData* folder)
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}
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}
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}
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}
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}
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}
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folder->sort();
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}
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}
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#include "GuiGameList.h"
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#include "GuiGameList.h"
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#include "../InputManager.h"
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#include "../InputManager.h"
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#include <iostream>
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#include <iostream>
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#include "GuiMenu.h"
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#define SCREENSHOTWIDTH 256
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#define SCREENSHOTWIDTH 256
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#define SCREENSHOTHEIGHT 256
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#define SCREENSHOTHEIGHT 256
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setSystemId(mSystemId - 1);
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setSystemId(mSystemId - 1);
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}
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}
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if(button == InputManager::MENU && keyDown)
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{
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new GuiMenu(this);
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}
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if(mDetailed)
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if(mDetailed)
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{
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{
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if(!keyDown && (button == InputManager::UP || button == InputManager::DOWN))
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if(!keyDown && (button == InputManager::UP || button == InputManager::DOWN))
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mList->addObject(file->getName(), file);
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mList->addObject(file->getName(), file);
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}
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}
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}
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}
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//these are called when the menu opens/closes
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void GuiGameList::onPause()
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{
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InputManager::unregisterComponent(this);
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InputManager::unregisterComponent(mList);
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}
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void GuiGameList::onResume()
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{
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InputManager::registerComponent(this);
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InputManager::registerComponent(mList);
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}
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void onRender();
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void onRender();
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void onInput(InputManager::InputButton button, bool keyDown);
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void onInput(InputManager::InputButton button, bool keyDown);
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void onPause();
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void onResume();
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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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50
src/components/GuiMenu.cpp
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50
src/components/GuiMenu.cpp
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#include "GuiMenu.h"
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#include <iostream>
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GuiMenu::GuiMenu(GuiComponent* parent)
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{
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mParent = parent;
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parent->pause();
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mList = new GuiList(Renderer::getScreenWidth() * 0.5, 20);
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addChild(mList);
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mSkippedMenuClose = false;
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Renderer::registerComponent(this);
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InputManager::registerComponent(this);
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}
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GuiMenu::~GuiMenu()
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{
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Renderer::unregisterComponent(this);
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InputManager::unregisterComponent(this);
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delete mList;
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mParent->resume();
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}
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void GuiMenu::onInput(InputManager::InputButton button, bool keyDown)
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{
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if(button == InputManager::MENU && !keyDown)
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{
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if(!mSkippedMenuClose)
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{
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mSkippedMenuClose = true;
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}else{
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delete this;
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return;
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}
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}
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}
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void GuiMenu::populateList()
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{
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}
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void GuiMenu::onRender()
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{
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Renderer::drawRect(Renderer::getScreenWidth() * 0.25, 0, Renderer::getScreenWidth() * 0.5, Renderer::getScreenHeight(), 0xFF00FF);
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}
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22
src/components/GuiMenu.h
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22
src/components/GuiMenu.h
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#ifndef _GUIMENU_H_
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#define _GUIMENU_H_
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#include "../GuiComponent.h"
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#include "GuiList.h"
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class GuiMenu : public GuiComponent
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{
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public:
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GuiMenu(GuiComponent* parent);
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~GuiMenu();
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void onInput(InputManager::InputButton button, bool keyDown);
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void onRender();
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private:
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GuiComponent* mParent;
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GuiList* mList;
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bool mSkippedMenuClose;
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};
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#endif
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