mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2024-11-24 07:05:39 +00:00
329 lines
8.8 KiB
C++
329 lines
8.8 KiB
C++
#include "GuiGameList.h"
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#include "../InputManager.h"
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#include <iostream>
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#include "GuiMenu.h"
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#include "GuiFastSelect.h"
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#include <boost/filesystem.hpp>
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#include "../Log.h"
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GuiGameList::GuiGameList(bool useDetail)
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{
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mDetailed = useDetail;
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mTheme = new GuiTheme(mDetailed); //not a child because it's rendered manually by GuiGameList::onRender (to make sure it's rendered first)
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//The GuiGameList can use the older, simple game list if so desired.
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//The old view only shows a list in the center of the screen; the new view can display an image and description.
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//Those with smaller displays may prefer the older view.
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if(mDetailed)
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{
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mList = new GuiList<FileData*>(Renderer::getScreenWidth() * mTheme->getFloat("listOffsetX"), Renderer::getDefaultFont(Renderer::LARGE)->getHeight() + 2, Renderer::getDefaultFont(Renderer::MEDIUM));
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mScreenshot = new GuiImage(Renderer::getScreenWidth() * mTheme->getFloat("gameImageOffsetX"), Renderer::getScreenHeight() * mTheme->getFloat("gameImageOffsetY"), "", mTheme->getFloat("gameImageWidth"), mTheme->getFloat("gameImageHeight"), false);
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mScreenshot->setOrigin(mTheme->getFloat("gameImageOriginX"), mTheme->getFloat("gameImageOriginY"));
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//addChild(mScreenshot);
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//the animation renders the screenshot
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mImageAnimation = new GuiAnimation();
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mImageAnimation->addChild(mScreenshot);
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addChild(mImageAnimation);
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}else{
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mList = new GuiList<FileData*>(0, Renderer::getDefaultFont(Renderer::LARGE)->getHeight() + 2, Renderer::getDefaultFont(Renderer::MEDIUM));
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mScreenshot = NULL;
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mImageAnimation = NULL;
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}
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addChild(mList);
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setSystemId(0);
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Renderer::registerComponent(this);
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InputManager::registerComponent(this);
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}
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GuiGameList::~GuiGameList()
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{
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Renderer::unregisterComponent(this);
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delete mList;
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if(mDetailed)
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{
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delete mImageAnimation;
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delete mScreenshot;
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delete mTheme;
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}
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InputManager::unregisterComponent(this);
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}
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void GuiGameList::setSystemId(int id)
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{
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if(SystemData::sSystemVector.size() == 0)
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{
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LOG(LogError) << "Error - no systems found!";
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return;
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}
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//make sure the id is within range
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if(id >= (int)SystemData::sSystemVector.size())
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id -= SystemData::sSystemVector.size();
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if(id < 0)
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id += SystemData::sSystemVector.size();
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mSystemId = id;
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mSystem = SystemData::sSystemVector.at(mSystemId);
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//clear the folder stack
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while(mFolderStack.size()){ mFolderStack.pop(); }
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mFolder = mSystem->getRootFolder();
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updateTheme();
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updateList();
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updateDetailData();
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}
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void GuiGameList::onRender()
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{
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if(mTheme)
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mTheme->render();
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//header
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if(!mTheme->getBool("hideHeader"))
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Renderer::drawCenteredText(mSystem->getDescName(), 0, 1, 0xFF0000FF, Renderer::getDefaultFont(Renderer::LARGE));
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if(mDetailed)
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{
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//divider
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if(!mTheme->getBool("hideDividers"))
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Renderer::drawRect(Renderer::getScreenWidth() * mTheme->getFloat("listOffsetX") - 4, Renderer::getDefaultFont(Renderer::LARGE)->getHeight() + 2, 8, Renderer::getScreenHeight(), 0x0000FFFF);
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//if we're not scrolling and we have selected a non-folder
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if(!mList->isScrolling() && mList->getSelectedObject() && !mList->getSelectedObject()->isFolder())
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{
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GameData* game = (GameData*)mList->getSelectedObject();
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std::string desc = game->getDescription();
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if(!desc.empty())
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Renderer::drawWrappedText(desc, Renderer::getScreenWidth() * 0.03, mScreenshot->getOffsetY() + mScreenshot->getHeight() + 12, Renderer::getScreenWidth() * (mTheme->getFloat("listOffsetX") - 0.03), mTheme->getColor("description"), mTheme->getDescriptionFont());
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}
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}
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}
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void GuiGameList::onInput(InputManager::InputButton button, bool keyDown)
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{
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if(button == InputManager::BUTTON1 && mFolder->getFileCount() > 0)
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{
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if(!keyDown)
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{
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//play select sound
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mTheme->getSound("menuSelect")->play();
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FileData* file = mList->getSelectedObject();
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if(file->isFolder()) //if you selected a folder, add this directory to the stack, and use the selected one
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{
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mFolderStack.push(mFolder);
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mFolder = (FolderData*)file;
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updateList();
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}else{
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mList->stopScrolling();
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//wait for the sound to finish or we'll never hear it...
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while(mTheme->getSound("menuSelect")->isPlaying());
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mSystem->launchGame((GameData*)file);
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}
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}
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}
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//if there's something on the directory stack, return to it
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if(button == InputManager::BUTTON2 && keyDown && mFolderStack.size())
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{
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mFolder = mFolderStack.top();
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mFolderStack.pop();
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updateList();
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updateDetailData();
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//play the back sound
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mTheme->getSound("menuBack")->play();
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}
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//only allow switching systems if more than one exists (otherwise it'll reset your position when you switch and it's annoying)
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if(SystemData::sSystemVector.size() > 1)
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{
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if(button == InputManager::RIGHT && keyDown)
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{
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setSystemId(mSystemId + 1);
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}
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if(button == InputManager::LEFT && keyDown)
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{
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setSystemId(mSystemId - 1);
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}
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}
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//open the "start menu"
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if(button == InputManager::MENU && keyDown)
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{
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new GuiMenu(this);
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}
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//open the fast select menu
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if(button == InputManager::SELECT && keyDown)
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{
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new GuiFastSelect(this, mList, mList->getSelectedObject()->getName()[0], mTheme->getBoxData(), mTheme->getColor("fastSelect"), mTheme->getSound("menuScroll"));
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}
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if(mDetailed)
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{
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if(button == InputManager::UP || button == InputManager::DOWN || button == InputManager::PAGEUP || button == InputManager::PAGEDOWN)
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{
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if(!keyDown)
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updateDetailData();
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else
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clearDetailData();
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}
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}
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}
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void GuiGameList::updateList()
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{
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if(mDetailed)
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mScreenshot->setImage("");
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mList->clear();
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for(unsigned int i = 0; i < mFolder->getFileCount(); i++)
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{
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FileData* file = mFolder->getFile(i);
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if(file->isFolder())
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mList->addObject(file->getName(), file, mTheme->getColor("secondary"));
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else
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mList->addObject(file->getName(), file, mTheme->getColor("primary"));
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}
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}
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std::string GuiGameList::getThemeFile() {
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std::string themePath;
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themePath = getenv("HOME");
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themePath += "/.emulationstation/" + mSystem->getName() + "/theme.xml";
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if(boost::filesystem::exists(themePath))
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return themePath;
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themePath = mSystem->getStartPath() + "/theme.xml";
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if(boost::filesystem::exists(themePath))
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return themePath;
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themePath = getenv("HOME");
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themePath += "/.emulationstation/es_theme.xml";
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if(boost::filesystem::exists(themePath))
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return themePath;
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return "";
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}
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void GuiGameList::updateTheme()
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{
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if(!mTheme)
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return;
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mTheme->readXML( getThemeFile() );
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mList->setSelectorColor(mTheme->getColor("selector"));
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mList->setSelectedTextColor(mTheme->getColor("selected"));
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mList->setScrollSound(mTheme->getSound("menuScroll"));
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//fonts
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mList->setFont(mTheme->getListFont());
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if(mDetailed)
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{
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mList->setCentered(mTheme->getBool("listCentered"));
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mList->setOffsetX(mTheme->getFloat("listOffsetX") * Renderer::getScreenWidth());
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mList->setTextOffsetX(mTheme->getFloat("listTextOffsetX") * Renderer::getScreenWidth());
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mScreenshot->setOffsetX(mTheme->getFloat("gameImageOffsetX") * Renderer::getScreenWidth());
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mScreenshot->setOffsetY(mTheme->getFloat("gameImageOffsetY") * Renderer::getScreenHeight());
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mScreenshot->setOrigin(mTheme->getFloat("gameImageOriginX"), mTheme->getFloat("gameImageOriginY"));
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mScreenshot->setResize(mTheme->getFloat("gameImageWidth"), mTheme->getFloat("gameImageHeight"), false);
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}
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}
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void GuiGameList::updateDetailData()
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{
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if(!mDetailed)
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return;
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if(mList->getSelectedObject() && !mList->getSelectedObject()->isFolder())
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{
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mScreenshot->setOffset((mTheme->getFloat("gameImageOffsetX") - 0.05) * Renderer::getScreenWidth(), mTheme->getFloat("gameImageOffsetY") * Renderer::getScreenHeight());
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if(((GameData*)mList->getSelectedObject())->getImagePath().empty())
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mScreenshot->setImage(mTheme->getString("imageNotFoundPath"));
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else
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mScreenshot->setImage(((GameData*)mList->getSelectedObject())->getImagePath());
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mImageAnimation->fadeIn(15);
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mImageAnimation->move((int)(0.05 * Renderer::getScreenWidth()), 0, 5);
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}else{
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mScreenshot->setImage("");
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}
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}
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void GuiGameList::clearDetailData()
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{
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if(mDetailed)
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{
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mImageAnimation->fadeOut(35);
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}
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}
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//these are called when the menu opens/closes
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void GuiGameList::onPause()
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{
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mList->stopScrolling();
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mTheme->getSound("menuOpen")->play();
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InputManager::unregisterComponent(this);
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}
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void GuiGameList::onResume()
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{
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updateDetailData();
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InputManager::registerComponent(this);
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}
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//called when the renderer shuts down/returns
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//we have to manually call init/deinit on mTheme because it is not our child
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void GuiGameList::onDeinit()
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{
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mTheme->deinit();
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}
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void GuiGameList::onInit()
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{
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mTheme->init();
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}
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extern bool IGNOREGAMELIST; //defined in main.cpp (as a command line argument)
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GuiGameList* GuiGameList::create()
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{
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bool detailed = false;
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if(!IGNOREGAMELIST)
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{
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for(unsigned int i = 0; i < SystemData::sSystemVector.size(); i++)
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{
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if(SystemData::sSystemVector.at(i)->hasGamelist())
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{
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detailed = true;
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break;
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}
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}
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}
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return new GuiGameList(detailed);
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}
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