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Added "Reload" menu option.
As usual, it's undertested, please report any problems.
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commit
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@ -1,7 +1,10 @@
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January 8, 2012
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January 26, 2013
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-Added "Reload" option to the menu. This option reloads all game data.
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January 8, 2013
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-Made a value of zero for "list selected color" mean no change.
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-Made a value of zero for "list selected color" mean no change.
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January 6, 2012
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January 6, 2013
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-Added <basicTheme> tag support.
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-Added <basicTheme> tag support.
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December 20, 2012
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December 20, 2012
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@ -14,7 +14,7 @@
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//This is where the magic happens - GuiGameList is the parent of almost every graphical element in ES at the moment.
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//This is where the magic happens - GuiGameList is the parent of almost every graphical element in ES at the moment.
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//It has a GuiList child that handles the game list, a GuiTheme that handles the theming system, and a GuiImage for game images.
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//It has a GuiList child that handles the game list, a GuiTheme that handles the theming system, and a GuiImage for game images.
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class GuiGameList : GuiComponent
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class GuiGameList : public GuiComponent
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{
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{
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public:
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public:
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GuiGameList(bool useDetail = false);
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GuiGameList(bool useDetail = false);
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@ -2,11 +2,13 @@
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#include <iostream>
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#include <iostream>
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#include <SDL/SDL.h>
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#include <SDL/SDL.h>
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#include "../Log.h"
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#include "../Log.h"
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#include "../SystemData.h"
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#include "GuiGameList.h"
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//defined in main.cpp
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//defined in main.cpp
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extern bool DONTSHOWEXIT;
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extern bool DONTSHOWEXIT;
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GuiMenu::GuiMenu(GuiComponent* parent)
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GuiMenu::GuiMenu(GuiGameList* parent)
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{
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{
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mParent = parent;
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mParent = parent;
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parent->pause();
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parent->pause();
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@ -58,6 +60,11 @@ void GuiMenu::executeCommand(std::string command)
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SDL_Event* event = new SDL_Event();
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SDL_Event* event = new SDL_Event();
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event->type = SDL_QUIT;
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event->type = SDL_QUIT;
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SDL_PushEvent(event);
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SDL_PushEvent(event);
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}else if(command == "es_reload")
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{
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//reload the game list
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SystemData::loadConfig();
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mParent->setSystemId(0);
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}else{
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}else{
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if(system(command.c_str()) != 0)
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if(system(command.c_str()) != 0)
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{
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{
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@ -78,6 +85,8 @@ void GuiMenu::populateList()
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mList->addObject("Restart", "sudo shutdown -r now", 0x0000FFFF);
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mList->addObject("Restart", "sudo shutdown -r now", 0x0000FFFF);
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mList->addObject("Shutdown", "sudo shutdown -h now", 0x0000FFFF);
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mList->addObject("Shutdown", "sudo shutdown -h now", 0x0000FFFF);
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mList->addObject("Reload", "es_reload", 0x0000FFFF);
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if(!DONTSHOWEXIT)
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if(!DONTSHOWEXIT)
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mList->addObject("Exit", "exit", 0xFF0000FF); //a special case; pushes an SDL quit event to the event stack instead of being called by system()
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mList->addObject("Exit", "exit", 0xFF0000FF); //a special case; pushes an SDL quit event to the event stack instead of being called by system()
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}
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}
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@ -4,18 +4,20 @@
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#include "../GuiComponent.h"
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#include "../GuiComponent.h"
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#include "GuiList.h"
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#include "GuiList.h"
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class GuiGameList;
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//This is a very simple menu that is opened by pressing the Menu key.
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//This is a very simple menu that is opened by pressing the Menu key.
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class GuiMenu : public GuiComponent
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class GuiMenu : public GuiComponent
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{
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{
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public:
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public:
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GuiMenu(GuiComponent* parent);
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GuiMenu(GuiGameList* parent);
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~GuiMenu();
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~GuiMenu();
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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 onRender();
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void onRender();
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private:
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private:
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GuiComponent* mParent;
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GuiGameList* mParent;
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GuiList<std::string>* mList;
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GuiList<std::string>* mList;
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void populateList();
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void populateList();
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