#include "GuiGameList.h" #include "../InputManager.h" #include #include "GuiMenu.h" #define SCREENSHOTWIDTH 256 #define SCREENSHOTHEIGHT 256 GuiGameList::GuiGameList(bool useDetail) { std::cout << "Creating GuiGameList\n"; mDetailed = useDetail; //The GuiGameList can use the older, simple game list if so desired. //The old view only shows a list in the center of the screen; the new view can display a screenshto and description. //Those with smaller displays may prefer the older view. if(mDetailed) { mList = new GuiList(Renderer::getScreenWidth() * 0.4, Renderer::getFontHeight(Renderer::LARGE) + 2); mScreenshot = new GuiImage(Renderer::getScreenWidth() * 0.2, Renderer::getFontHeight(Renderer::LARGE) + 2, "", Renderer::getScreenWidth() * 0.3); addChild(mScreenshot); }else{ mList = new GuiList(0, Renderer::getFontHeight(Renderer::LARGE) + 2); mScreenshot = NULL; } addChild(mList); setSystemId(0); Renderer::registerComponent(this); InputManager::registerComponent(this); } GuiGameList::~GuiGameList() { Renderer::unregisterComponent(this); delete mList; if(mDetailed) { delete mScreenshot; } InputManager::unregisterComponent(this); } void GuiGameList::setSystemId(int id) { if(SystemData::sSystemVector.size() == 0) { std::cerr << "Error - no systems found!\n"; return; } //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); //clear the folder stack (I can't look up the proper method right now) while(mFolderStack.size()){ mFolderStack.pop(); } mFolder = mSystem->getRootFolder(); updateList(); } void GuiGameList::onRender() { Renderer::drawRect(0, 0, Renderer::getScreenWidth(), Renderer::getScreenHeight(), 0xFFFFFF); Renderer::drawCenteredText(mSystem->getName(), 0, 1, 0x0000FF, Renderer::LARGE); if(mDetailed) { Renderer::drawRect(Renderer::getScreenWidth() * 0.4, Renderer::getFontHeight(Renderer::LARGE) + 2, 8, Renderer::getScreenHeight(), 0x0000FF); //if we have selected a non-folder if(mList->getSelectedObject() && !mList->getSelectedObject()->isFolder()) { GameData* game = (GameData*)mList->getSelectedObject(); //todo: cache this std::string desc = game->getDescription(); if(!desc.empty()) Renderer::drawWrappedText(desc, 2, Renderer::getFontHeight(Renderer::LARGE) + SCREENSHOTHEIGHT + 12, Renderer::getScreenWidth() * 0.4, 0xFF0000); } } } void GuiGameList::onInput(InputManager::InputButton button, bool keyDown) { if(button == InputManager::BUTTON1 && mFolder->getFileCount() > 0) { if(!keyDown) { FileData* file = mList->getSelectedObject(); if(file->isFolder()) { //set current directory to this or something mFolderStack.push(mFolder); mFolder = (FolderData*)file; updateList(); }else{ mSystem->launchGame((GameData*)file); } } } if(button == InputManager::BUTTON2 && keyDown && mFolderStack.size()) { mFolder = mFolderStack.top(); mFolderStack.pop(); updateList(); } if(button == InputManager::RIGHT && keyDown) { setSystemId(mSystemId + 1); } if(button == InputManager::LEFT && keyDown) { setSystemId(mSystemId - 1); } if(button == InputManager::MENU && keyDown) { new GuiMenu(this); } if(mDetailed) { if(!keyDown && (button == InputManager::UP || button == InputManager::DOWN)) { if(mList->getSelectedObject() && !mList->getSelectedObject()->isFolder()) { mScreenshot->setImage(((GameData*)mList->getSelectedObject())->getImagePath()); }else{ mScreenshot->setImage(""); } } } } void GuiGameList::updateList() { if(mDetailed) mScreenshot->setImage(""); mList->clear(); for(unsigned int i = 0; i < mFolder->getFileCount(); i++) { FileData* file = mFolder->getFile(i); if(file->isFolder()) mList->addObject(file->getName(), file, 0x00C000); else mList->addObject(file->getName(), file); } } //these are called when the menu opens/closes //the second bit should be moved to GuiList void GuiGameList::onPause() { InputManager::unregisterComponent(this); InputManager::unregisterComponent(mList); } void GuiGameList::onResume() { InputManager::registerComponent(this); InputManager::registerComponent(mList); }