#include "GuiGameList.h" #include "../InputManager.h" #include #include "GuiMenu.h" #include "GuiFastSelect.h" #include #include "../Log.h" GuiGameList::GuiGameList(bool useDetail) { mDetailed = useDetail; mTheme = new GuiTheme(); //not a child because it's rendered manually by GuiGameList::onRender (to make sure it's rendered first) //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 an image and description. //Those with smaller displays may prefer the older view. if(mDetailed) { mList = new GuiList(Renderer::getScreenWidth() * mTheme->getFloat("listOffsetX"), Renderer::getDefaultFont(Renderer::LARGE)->getHeight() + 2, Renderer::getDefaultFont(Renderer::MEDIUM)); mScreenshot = new GuiImage(Renderer::getScreenWidth() * mTheme->getFloat("gameImageOffsetX"), Renderer::getScreenHeight() * mTheme->getFloat("gameImageOffsetY"), "", mTheme->getFloat("gameImageWidth"), mTheme->getFloat("gameImageHeight"), false); mScreenshot->setOrigin(mTheme->getFloat("gameImageOriginX"), mTheme->getFloat("gameImageOriginY")); //addChild(mScreenshot); //the animation renders the screenshot mImageAnimation = new GuiAnimation(); mImageAnimation->addChild(mScreenshot); addChild(mImageAnimation); }else{ mList = new GuiList(0, Renderer::getDefaultFont(Renderer::LARGE)->getHeight() + 2, Renderer::getDefaultFont(Renderer::MEDIUM)); mScreenshot = NULL; mImageAnimation = NULL; } addChild(mList); setSystemId(0); Renderer::registerComponent(this); InputManager::registerComponent(this); } GuiGameList::~GuiGameList() { Renderer::unregisterComponent(this); delete mList; if(mDetailed) { delete mImageAnimation; delete mScreenshot; delete mTheme; } InputManager::unregisterComponent(this); } void GuiGameList::setSystemId(int id) { if(SystemData::sSystemVector.size() == 0) { LOG(LogError) << "Error - no systems found!"; 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 while(mFolderStack.size()){ mFolderStack.pop(); } mFolder = mSystem->getRootFolder(); updateTheme(); updateList(); updateDetailData(); } void GuiGameList::onRender() { if(mTheme) mTheme->render(); //header if(!mTheme->getBool("hideHeader")) Renderer::drawCenteredText(mSystem->getDescName(), 0, 1, 0xFF0000FF, Renderer::getDefaultFont(Renderer::LARGE)); if(mDetailed) { //divider if(!mTheme->getBool("hideDividers")) Renderer::drawRect(Renderer::getScreenWidth() * mTheme->getFloat("listOffsetX") - 4, Renderer::getDefaultFont(Renderer::LARGE)->getHeight() + 2, 8, Renderer::getScreenHeight(), 0x0000FFFF); //if we're not scrolling and we have selected a non-folder if(!mList->isScrolling() && mList->getSelectedObject() && !mList->getSelectedObject()->isFolder()) { GameData* game = (GameData*)mList->getSelectedObject(); std::string desc = game->getDescription(); if(!desc.empty()) Renderer::drawWrappedText(desc, Renderer::getScreenWidth() * 0.03, mScreenshot->getOffsetY() + mScreenshot->getHeight() + 12, Renderer::getScreenWidth() * (mTheme->getFloat("listOffsetX") - 0.03), mTheme->getColor("description"), mTheme->getDescriptionFont()); } } } void GuiGameList::onInput(InputManager::InputButton button, bool keyDown) { if(button == InputManager::BUTTON1 && mFolder->getFileCount() > 0) { if(!keyDown) { //play select sound mTheme->getSound("menuSelect")->play(); FileData* file = mList->getSelectedObject(); if(file->isFolder()) //if you selected a folder, add this directory to the stack, and use the selected one { mFolderStack.push(mFolder); mFolder = (FolderData*)file; updateList(); }else{ mList->stopScrolling(); //wait for the sound to finish or we'll never hear it... while(mTheme->getSound("menuSelect")->isPlaying()); mSystem->launchGame((GameData*)file); } } } //if there's something on the directory stack, return to it if(button == InputManager::BUTTON2 && keyDown && mFolderStack.size()) { mFolder = mFolderStack.top(); mFolderStack.pop(); updateList(); updateDetailData(); //play the back sound mTheme->getSound("menuBack")->play(); } //only allow switching systems if more than one exists (otherwise it'll reset your position when you switch and it's annoying) if(SystemData::sSystemVector.size() > 1) { if(button == InputManager::RIGHT && keyDown) { setSystemId(mSystemId + 1); } if(button == InputManager::LEFT && keyDown) { setSystemId(mSystemId - 1); } } //open the "start menu" if(button == InputManager::MENU && keyDown) { new GuiMenu(this); } //open the fast select menu if(button == InputManager::SELECT && keyDown) { new GuiFastSelect(this, mList, mList->getSelectedObject()->getName()[0], mTheme->getBoxData(), mTheme->getColor("fastSelect"), mTheme->getSound("menuScroll")); } if(mDetailed) { if(button == InputManager::UP || button == InputManager::DOWN || button == InputManager::PAGEUP || button == InputManager::PAGEDOWN) { if(!keyDown) updateDetailData(); else clearDetailData(); } } } 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, mTheme->getColor("secondary")); else mList->addObject(file->getName(), file, mTheme->getColor("primary")); } } std::string GuiGameList::getThemeFile() { std::string themePath; themePath = getenv("HOME"); themePath += "/.emulationstation/" + mSystem->getName() + "/theme.xml"; if(boost::filesystem::exists(themePath)) return themePath; themePath = mSystem->getStartPath() + "/theme.xml"; if(boost::filesystem::exists(themePath)) return themePath; themePath = getenv("HOME"); themePath += "/.emulationstation/es_theme.xml"; if(boost::filesystem::exists(themePath)) return themePath; return ""; } void GuiGameList::updateTheme() { if(!mTheme) return; mTheme->readXML( getThemeFile() ); mList->setSelectorColor(mTheme->getColor("selector")); mList->setSelectedTextColor(mTheme->getColor("selected")); mList->setScrollSound(mTheme->getSound("menuScroll")); //fonts mList->setFont(mTheme->getListFont()); if(mDetailed) { mList->setCentered(mTheme->getBool("listCentered")); mList->setOffsetX(mTheme->getFloat("listOffsetX") * Renderer::getScreenWidth()); mList->setTextOffsetX(mTheme->getFloat("listTextOffsetX") * Renderer::getScreenWidth()); mScreenshot->setOffsetX(mTheme->getFloat("gameImageOffsetX") * Renderer::getScreenWidth()); mScreenshot->setOffsetY(mTheme->getFloat("gameImageOffsetY") * Renderer::getScreenHeight()); mScreenshot->setOrigin(mTheme->getFloat("gameImageOriginX"), mTheme->getFloat("gameImageOriginY")); mScreenshot->setResize(mTheme->getFloat("gameImageWidth"), mTheme->getFloat("gameImageHeight"), false); } } void GuiGameList::updateDetailData() { if(!mDetailed) return; if(mList->getSelectedObject() && !mList->getSelectedObject()->isFolder()) { mScreenshot->setOffset((mTheme->getFloat("gameImageOffsetX") - 0.05) * Renderer::getScreenWidth(), mTheme->getFloat("gameImageOffsetY") * Renderer::getScreenHeight()); if(((GameData*)mList->getSelectedObject())->getImagePath().empty()) mScreenshot->setImage(mTheme->getString("imageNotFoundPath")); else mScreenshot->setImage(((GameData*)mList->getSelectedObject())->getImagePath()); mImageAnimation->fadeIn(15); mImageAnimation->move((int)(0.05 * Renderer::getScreenWidth()), 0, 5); }else{ mScreenshot->setImage(""); } } void GuiGameList::clearDetailData() { if(mDetailed) { mImageAnimation->fadeOut(35); } } //these are called when the menu opens/closes void GuiGameList::onPause() { mList->stopScrolling(); mTheme->getSound("menuOpen")->play(); InputManager::unregisterComponent(this); } void GuiGameList::onResume() { updateDetailData(); InputManager::registerComponent(this); } //called when the renderer shuts down/returns //we have to manually call init/deinit on mTheme because it is not our child void GuiGameList::onDeinit() { mTheme->deinit(); } void GuiGameList::onInit() { mTheme->init(); } extern bool IGNOREGAMELIST; //defined in main.cpp (as a command line argument) GuiGameList* GuiGameList::create() { bool detailed = false; if(!IGNOREGAMELIST) { for(unsigned int i = 0; i < SystemData::sSystemVector.size(); i++) { if(SystemData::sSystemVector.at(i)->hasGamelist()) { detailed = true; break; } } } return new GuiGameList(detailed); }