#include "GuiGameList.h" #include "../InputManager.h" #include #include "GuiMenu.h" #include "GuiFastSelect.h" #include const float GuiGameList::sInfoWidth = 0.5; GuiGameList::GuiGameList(bool useDetail) { std::cout << "Creating GuiGameList\n"; 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() * sInfoWidth, Renderer::getFontHeight(Renderer::LARGE) + 2); mScreenshot = new GuiImage(Renderer::getScreenWidth() * sInfoWidth * 0.5, Renderer::getScreenHeight() * mTheme->getGameImageOffsetY(), "", Renderer::getScreenWidth() * sInfoWidth * 0.7); mScreenshot->setOrigin(0.5, 0.0); 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; delete mTheme; } 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(); updateTheme(); updateList(); updateDetailData(); } void GuiGameList::onRender() { if(mTheme) mTheme->render(); //header if(!mTheme->getHeaderHidden()) Renderer::drawCenteredText(mSystem->getName(), 0, 1, 0xFF0000, Renderer::LARGE); if(mDetailed) { //divider if(!mTheme->getDividersHidden()) Renderer::drawRect(Renderer::getScreenWidth() * sInfoWidth - 4, Renderer::getFontHeight(Renderer::LARGE) + 2, 8, Renderer::getScreenHeight(), 0x0000FF); //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() + 8, Renderer::getScreenWidth() * (sInfoWidth - 0.03), mTheme->getDescColor(), Renderer::SMALL); } } } void GuiGameList::onInput(InputManager::InputButton button, bool keyDown) { if(button == InputManager::BUTTON1 && mFolder->getFileCount() > 0) { if(!keyDown) { 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{ 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(); } //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); } } if(button == InputManager::MENU && keyDown) { new GuiMenu(this); } if(button == InputManager::SELECT && keyDown) { std::cout << "Creating GuiFastSelect\n"; new GuiFastSelect(this, mSystem, mList->getSelectedObject()->getName()[0]); } if(mDetailed) { if(button == InputManager::UP || button == InputManager::DOWN) { if(!keyDown) updateDetailData(); else mScreenshot->setImage(""); //clear the image when we start scrolling } } } 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->getSecondaryColor()); else mList->addObject(file->getName(), file, mTheme->getPrimaryColor()); } } void GuiGameList::updateTheme() { if(!mTheme) return; std::string defaultPath = getenv("HOME"); defaultPath += "/.emulationstation/es_theme.xml"; std::string themePath = mSystem->getStartPath() + "/theme.xml"; if(boost::filesystem::exists(themePath)) mTheme->readXML(themePath); else if(boost::filesystem::exists(defaultPath)) mTheme->readXML(defaultPath); else mTheme->readXML(""); //clears any current theme mList->setSelectorColor(mTheme->getSelectorColor()); mList->setSelectedTextColor(mTheme->getSelectedTextColor()); mList->setCentered(mTheme->getListCentered()); if(mDetailed) { mList->setOffsetX(mTheme->getListOffsetX() * Renderer::getScreenWidth()); mList->setTextOffsetX(mTheme->getListTextOffsetX() * Renderer::getScreenWidth()); mScreenshot->setOffsetY(mTheme->getGameImageOffsetY() * Renderer::getScreenHeight()); } } void GuiGameList::updateDetailData() { if(!mDetailed) return; if(mList->getSelectedObject() && !mList->getSelectedObject()->isFolder()) { mScreenshot->setImage(((GameData*)mList->getSelectedObject())->getImagePath()); }else{ mScreenshot->setImage(""); } } //these are called when the menu opens/closes void GuiGameList::onPause() { InputManager::unregisterComponent(this); } void GuiGameList::onResume() { 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(); }