#include "GuiGameList.h" #include "../InputManager.h" #include GuiGameList::GuiGameList() { std::cout << "Creating GuiGameList\n"; mList = new GuiList(); addChild(mList); setSystemId(0); Renderer::registerComponent(this); InputManager::registerComponent(this); } GuiGameList::~GuiGameList() { Renderer::unregisterComponent(this); delete mList; InputManager::unregisterComponent(this); } void GuiGameList::setSystemId(int id) { //make sure the id is within range if(id >= (int)SystemData::sSystemVector.size()) id -= SystemData::sSystemVector.size(); if(id < 0) id += SystemData::sSystemVector.size(); mSystemId = id; mSystem = SystemData::sSystemVector.at(mSystemId); updateList(); } void GuiGameList::onRender() { Renderer::drawRect(0, 0, Renderer::getScreenWidth(), Renderer::getScreenHeight(), 0xFFFFFF); Renderer::drawCenteredText(mSystem->getName(), 2, 0x0000FF); } void GuiGameList::onInput(InputManager::InputButton button, bool keyDown) { if(button == InputManager::BUTTON1 && mSystem->getGameCount() > 0) { //SDL_EnableKeyRepeat(0, 0); if(!keyDown) mSystem->launchGame(mList->getSelection()); //SDL_EnableKeyRepeat(500, 100); } if(button == InputManager::RIGHT && keyDown) { setSystemId(mSystemId + 1); } if(button == InputManager::LEFT && keyDown) { setSystemId(mSystemId - 1); } } void GuiGameList::updateList() { mList->clear(); for(unsigned int i = 0; i < mSystem->getGameCount(); i++) { GameData* game = mSystem->getGame(i); mList->addObject(game->getName(), game); } }