#include "GuiGameList.h" #include "../InputManager.h" #include #include "GuiMenu.h" #include "GuiFastSelect.h" #include #include "../Log.h" #include "../Settings.h" Vector2i GuiGameList::getImagePos() { return Vector2i((int)(Renderer::getScreenWidth() * mTheme->getFloat("gameImageOffsetX")), (int)(Renderer::getScreenHeight() * mTheme->getFloat("gameImageOffsetY"))); } GuiGameList::GuiGameList(Window* window, bool useDetail) : GuiComponent(window), mDescription(window), mTransitionImage(window, 0, 0, "", Renderer::getScreenWidth(), Renderer::getScreenHeight(), true) { mDetailed = useDetail; mTheme = new ThemeComponent(mWindow, mDetailed); mScreenshot = new ImageComponent(mWindow, getImagePos().x, getImagePos().y, "", (unsigned int)mTheme->getFloat("gameImageWidth"), (unsigned int)mTheme->getFloat("gameImageHeight"), false); //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 TextListComponent(mWindow, (int)(Renderer::getScreenWidth() * mTheme->getFloat("listOffsetX")), Renderer::getDefaultFont(Renderer::LARGE)->getHeight() + 2, Renderer::getDefaultFont(Renderer::MEDIUM)); mImageAnimation = new AnimationComponent(); mImageAnimation->addChild(mScreenshot); }else{ mList = new TextListComponent(mWindow, 0, Renderer::getDefaultFont(Renderer::LARGE)->getHeight() + 2, Renderer::getDefaultFont(Renderer::MEDIUM)); } mScreenshot->setOrigin(mTheme->getFloat("gameImageOriginX"), mTheme->getFloat("gameImageOriginY")); mDescription.setOffset(Vector2i((int)(Renderer::getScreenWidth() * 0.03), mScreenshot->getOffset().y + mScreenshot->getSize().y + 12)); mDescription.setExtent(Vector2u((int)(Renderer::getScreenWidth() * (mTheme->getFloat("listOffsetX") - 0.03)), 0)); mTransitionImage.setOffset(Renderer::getScreenWidth(), 0); mTransitionImage.setOrigin(0, 0); mTransitionAnimation.addChild(&mTransitionImage); //a hack! the GuiGameList doesn't use the children system right now because I haven't redone it to do so yet. //the list depends on knowing it's final window coordinates (getGlobalOffset), which requires knowing the where the GuiGameList is. //the GuiGameList now moves during screen transitions, so we have to let it know somehow. //this should be removed in favor of using real children soon. mList->setParent(this); setSystemId(0); } GuiGameList::~GuiGameList() { //undo the parenting hack because otherwise it's not really a child and will try to remove itself on delete mList->setParent(NULL); delete mList; delete mScreenshot; if(mDetailed) { delete mImageAnimation; } delete mTheme; } 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::render() { if(mTransitionImage.getOffset().x > 0) //transitioning in from the left mOffset.x = mTransitionImage.getOffset().x - Renderer::getScreenWidth(); else //transitioning in from the right mOffset.x = mTransitionImage.getOffset().x + Renderer::getScreenWidth(); Renderer::translate(mOffset); 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((int)(Renderer::getScreenWidth() * mTheme->getFloat("listOffsetX")) - 4, Renderer::getDefaultFont(Renderer::LARGE)->getHeight() + 2, 8, Renderer::getScreenHeight(), 0x0000FFFF); mScreenshot->render(); //if we're not scrolling and we have selected a non-folder if(!mList->isScrolling() && !mList->getSelectedObject()->isFolder()) { mDescription.render(); } } mList->render(); Renderer::translate(-mOffset); mTransitionImage.render(); } bool GuiGameList::input(InputConfig* config, Input input) { mList->input(config, input); if(config->isMappedTo("a", input) && mFolder->getFileCount() > 0 && input.value != 0) { //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(); updateDetailData(); return true; }else{ mList->stopScrolling(); //wait for the sound to finish or we'll never hear it... while(mTheme->getSound("menuSelect")->isPlaying()); mSystem->launchGame(mWindow, (GameData*)file); return true; } } //if there's something on the directory stack, return to it if(config->isMappedTo("b", input) && input.value != 0 && mFolderStack.size()) { mFolder = mFolderStack.top(); mFolderStack.pop(); updateList(); updateDetailData(); //play the back sound mTheme->getSound("menuBack")->play(); return true; } //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 && input.value != 0) { if(config->isMappedTo("right", input)) { setSystemId(mSystemId + 1); doTransition(-1); return true; } if(config->isMappedTo("left", input)) { setSystemId(mSystemId - 1); doTransition(1); return true; } } //open the "start menu" if(config->isMappedTo("menu", input) && input.value != 0) { mWindow->pushGui(new GuiMenu(mWindow, this)); return true; } //open the fast select menu if(config->isMappedTo("select", input) && input.value != 0) { mWindow->pushGui(new GuiFastSelect(mWindow, this, mList, mList->getSelectedObject()->getName()[0], mTheme->getBoxData(), mTheme->getColor("fastSelect"), mTheme->getSound("menuScroll"), mTheme->getFastSelectFont())); return true; } if(mDetailed) { if(config->isMappedTo("up", input) || config->isMappedTo("down", input) || config->isMappedTo("pageup", input) || config->isMappedTo("pagedown", input)) { if(input.value == 0) updateDetailData(); else clearDetailData(); } return true; } return false; } 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 = getHomePath(); 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 = getHomePath(); 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->setOffset((int)(mTheme->getFloat("listOffsetX") * Renderer::getScreenWidth()), mList->getOffset().y); mList->setTextOffsetX((int)(mTheme->getFloat("listTextOffsetX") * Renderer::getScreenWidth())); mScreenshot->setOffset((int)(mTheme->getFloat("gameImageOffsetX") * Renderer::getScreenWidth()), (int)(mTheme->getFloat("gameImageOffsetY") * Renderer::getScreenHeight())); mScreenshot->setOrigin(mTheme->getFloat("gameImageOriginX"), mTheme->getFloat("gameImageOriginY")); mScreenshot->setResize((int)mTheme->getFloat("gameImageWidth"), (int)mTheme->getFloat("gameImageHeight"), false); mDescription.setColor(mTheme->getColor("description")); mDescription.setFont(mTheme->getDescriptionFont()); } } void GuiGameList::updateDetailData() { if(!mDetailed) return; if(mList->getSelectedObject() && !mList->getSelectedObject()->isFolder()) { if(((GameData*)mList->getSelectedObject())->getImagePath().empty()) mScreenshot->setImage(mTheme->getString("imageNotFoundPath")); else mScreenshot->setImage(((GameData*)mList->getSelectedObject())->getImagePath()); Vector2i imgOffset = Vector2i((int)(Renderer::getScreenWidth() * 0.10f), 0); mScreenshot->setOffset(getImagePos() - imgOffset); mImageAnimation->fadeIn(35); mImageAnimation->move(imgOffset.x, imgOffset.y, 20); mDescription.setOffset(Vector2i((int)(Renderer::getScreenWidth() * 0.03), mScreenshot->getOffset().y + mScreenshot->getSize().y + 12)); mDescription.setText(((GameData*)mList->getSelectedObject())->getDescription()); }else{ mScreenshot->setImage(""); } } void GuiGameList::clearDetailData() { if(mDetailed) { mImageAnimation->fadeOut(35); } } //called when the renderer shuts down/returns //we have to manually call init/deinit on mTheme because it is not our child void GuiGameList::deinit() { if(mDetailed) { mScreenshot->deinit(); } mTheme->deinit(); } void GuiGameList::init() { mTheme->init(); if(mDetailed) { mScreenshot->init(); } } GuiGameList* GuiGameList::create(Window* window) { bool detailed = false; if(!Settings::getInstance()->getBool("IGNOREGAMELIST")) { for(unsigned int i = 0; i < SystemData::sSystemVector.size(); i++) { if(SystemData::sSystemVector.at(i)->hasGamelist()) { detailed = true; break; } } } GuiGameList* list = new GuiGameList(window, detailed); window->pushGui(list); return list; } void GuiGameList::update(int deltaTime) { if(mDetailed) mImageAnimation->update(deltaTime); mTransitionAnimation.update(deltaTime); mList->update(deltaTime); } void GuiGameList::doTransition(int dir) { mTransitionImage.copyScreen(); mTransitionImage.setOpacity(255); mTransitionImage.setOffset(0, 0); mTransitionAnimation.move(Renderer::getScreenWidth() * dir, 0, 50); }