#include "SystemView.h" #include "../SystemData.h" #include "../Renderer.h" #include "../Log.h" #include "../Window.h" #include "ViewController.h" #include "../animations/LambdaAnimation.h" #include "../SystemData.h" #define SELECTED_SCALE 1.5f #define LOGO_PADDING ((logoSize().x() * (SELECTED_SCALE - 1)/2) + (mSize.x() * 0.06f)) SystemView::SystemView(Window* window) : IList(window, LIST_SCROLL_STYLE_SLOW, LIST_ALWAYS_LOOP) { mCamOffset = 0; setSize((float)Renderer::getScreenWidth(), (float)Renderer::getScreenHeight()); populate(); } void SystemView::populate() { mEntries.clear(); for(auto it = SystemData::sSystemVector.begin(); it != SystemData::sSystemVector.end(); it++) { const std::shared_ptr& theme = (*it)->getTheme(); Entry e; e.name = (*it)->getName(); e.object = *it; // make logo if(theme->getElement("system", "header", "image")) { ImageComponent* logo = new ImageComponent(mWindow); logo->setMaxSize(logoSize()); logo->applyTheme((*it)->getTheme(), "system", "header", ThemeFlags::PATH); logo->setPosition((logoSize().x() - logo->getSize().x()) / 2, (logoSize().y() - logo->getSize().y()) / 2); // vertically and horizontally center e.data.logo = std::shared_ptr(logo); }else{ // no logo in theme; use text TextComponent* text = new TextComponent(mWindow); text->setFont(Font::get(FONT_SIZE_LARGE)); text->setText((*it)->getName()); text->setSize(logoSize().x(), 0); text->setPosition(0, (logoSize().y() - text->getSize().y()) / 2); // vertically center text->setCentered(true); // horizontally center e.data.logo = std::shared_ptr(text); } // make background extras e.data.backgroundExtras = std::shared_ptr(new ThemeExtras(mWindow)); e.data.backgroundExtras->setExtras(ThemeData::makeExtras((*it)->getTheme(), "system", mWindow)); this->add(e); } } void SystemView::goToSystem(SystemData* system) { setCursor(system); } bool SystemView::input(InputConfig* config, Input input) { if(input.value != 0) { if(config->isMappedTo("left", input)) { listInput(-1); return true; } if(config->isMappedTo("right", input)) { listInput(1); return true; } if(config->isMappedTo("a", input)) { stopScrolling(); mWindow->getViewController()->goToGameList(getSelected()); return true; } }else{ if(config->isMappedTo("left", input) || config->isMappedTo("right", input)) listInput(0); } return GuiComponent::input(config, input); } void SystemView::update(int deltaTime) { listUpdate(deltaTime); GuiComponent::update(deltaTime); } void SystemView::onCursorChanged(const CursorState& state) { float startPos = mCamOffset; float posMax = (float)mEntries.size(); float target = (float)mCursor; // what's the shortest way to get to our target? // it's one of these... float endPos = target; // directly float dist = abs(endPos - startPos); if(abs(target + posMax - startPos) < dist) endPos = target + posMax; // loop around the end (0 -> max) if(abs(target - posMax - startPos) < dist) endPos = target - posMax; // loop around the start (max - 1 -> -1) Animation* anim = new LambdaAnimation( [startPos, endPos, posMax, this] (float t) { t -= 1; float f = lerp(startPos, endPos, t*t*t + 1); if(f < 0) f += posMax; if(f >= posMax) f -= posMax; this->mCamOffset = f; }, 500); setAnimation(anim); } void SystemView::render(const Eigen::Affine3f& parentTrans) { if(size() == 0) return; Eigen::Affine3f trans = getTransform() * parentTrans; // draw the list elements (titles, backgrounds, logos) const float logoSizeX = logoSize().x() + LOGO_PADDING; int logoCount = (int)(mSize.x() / logoSizeX) + 2; // how many logos we need to draw int center = (int)(mCamOffset); // draw background extras Eigen::Affine3f extrasTrans = trans; for(int i = center - 1; i < center + 2; i++) { int index = i; while(index < 0) index += mEntries.size(); while(index >= (int)mEntries.size()) index -= mEntries.size(); extrasTrans.translation() = trans.translation() + Eigen::Vector3f((i - mCamOffset) * mSize.x(), 0, 0); mEntries.at(index).data.backgroundExtras->render(extrasTrans); } // draw logos float xOff = (mSize.x() - logoSize().x())/2 - (mCamOffset * logoSizeX); float yOff = (mSize.y() - logoSize().y())/2; // background behind the logos Renderer::setMatrix(trans); Renderer::drawRect(0, (int)(yOff - (logoSize().y() * (SELECTED_SCALE - 1)) / 2), (int)mSize.x(), (int)(logoSize().y() * SELECTED_SCALE), 0xDDDDDDD8); Eigen::Affine3f logoTrans = trans; for(int i = center - logoCount/2; i < center + logoCount/2 + 1; i++) { int index = i; while(index < 0) index += mEntries.size(); while(index >= (int)mEntries.size()) index -= mEntries.size(); logoTrans.translation() = trans.translation() + Eigen::Vector3f(i * logoSizeX + xOff, yOff, 0); std::shared_ptr comp = mEntries.at(index).data.logo; if(comp) { if(index == mCursor) //scale our selection up { comp->setOpacity(0xFF); // fix the centering because we go by left corner and not center (bleh) // CAN SOMEONE WHO ACTUALLY UNDERSTANDS MATRICES GIVE AN ACTUAL IMPLEMENTATION OF THIS THAT ACTUALLY WORKS? logoTrans.translation() -= Eigen::Vector3f(((comp->getSize().x() + comp->getPosition().x()) * (1/SELECTED_SCALE)) / 2, ((comp->getSize().y() + comp->getPosition().y()) * (1/SELECTED_SCALE)) / 2, 0); logoTrans.scale(Eigen::Vector3f(SELECTED_SCALE, SELECTED_SCALE, 1.0f)); mEntries.at(index).data.logo->render(logoTrans); logoTrans.scale(Eigen::Vector3f(1/SELECTED_SCALE, 1/SELECTED_SCALE, 1.0f)); }else{ comp->setOpacity(0x80); mEntries.at(index).data.logo->render(logoTrans); } } } } std::vector SystemView::getHelpPrompts() { std::vector prompts; prompts.push_back(HelpPrompt("left/right", "choose")); prompts.push_back(HelpPrompt("a", "select")); return prompts; }