ES-DE/src/views/ViewController.cpp
Aloshi 12ee215873 Refactored duplicate functionality in GridGameList and BasicGameList into
ISimpleGameList.
BasicGameList and DetailedGameList now automatically switch as metadata
changes.
2013-12-22 16:16:01 -06:00

261 lines
6.7 KiB
C++

#include "ViewController.h"
#include "../Log.h"
#include "../SystemData.h"
#include "gamelist/BasicGameListView.h"
#include "gamelist/DetailedGameListView.h"
#include "gamelist/GridGameListView.h"
#include "../components/GuiMenu.h"
#include "../animations/LaunchAnimation.h"
#include "../animations/MoveCameraAnimation.h"
#include "../animations/LambdaAnimation.h"
ViewController::ViewController(Window* window)
: GuiComponent(window), mCurrentView(nullptr), mCamera(Eigen::Affine3f::Identity()), mFadeOpacity(1), mLockInput(false)
{
// slot 1 so the fade carries over
setAnimation(new LambdaAnimation([&] (float t) { mFadeOpacity = lerp<float>(1.0f, 0.0f, t); }, 900), nullptr, false, 1);
mState.viewing = START_SCREEN;
}
void ViewController::goToSystemSelect()
{
mState.viewing = SYSTEM_SELECT;
mCurrentView = getSystemListView();
playViewTransition();
}
SystemData* getSystemCyclic(SystemData* from, bool reverse)
{
std::vector<SystemData*>& sysVec = SystemData::sSystemVector;
if(reverse)
{
auto it = std::find(sysVec.rbegin(), sysVec.rend(), from);
assert(it != sysVec.rend());
it++;
if(it == sysVec.rend())
it = sysVec.rbegin();
return *it;
}else{
auto it = std::find(sysVec.begin(), sysVec.end(), from);
assert(it != sysVec.end());
it++;
if(it == sysVec.end())
it = sysVec.begin();
return *it;
}
}
void ViewController::goToNextGameList()
{
assert(mState.viewing == GAME_LIST);
SystemData* system = mState.data.system;
if(system == NULL)
return;
goToGameList(getSystemCyclic(system, false));
}
void ViewController::goToPrevGameList()
{
assert(mState.viewing == GAME_LIST);
SystemData* system = mState.data.system;
if(system == NULL)
return;
goToGameList(getSystemCyclic(system, true));
}
void ViewController::goToGameList(SystemData* system)
{
mState.viewing = GAME_LIST;
mState.data.system = system;
mCurrentView = getGameListView(system);
playViewTransition();
}
void ViewController::playViewTransition()
{
setAnimation(new MoveCameraAnimation(mCamera, mCurrentView->getPosition()));
}
void ViewController::onFileChanged(FileData* file, FileChangeType change)
{
for(auto it = mGameListViews.begin(); it != mGameListViews.end(); it++)
{
it->second->onFileChanged(file, change);
}
}
void ViewController::launch(FileData* game, Eigen::Vector3f center)
{
if(game->getType() != GAME)
{
LOG(LogError) << "tried to launch something that isn't a game";
return;
}
game->getSystem()->getTheme()->playSound("gameSelectSound");
Eigen::Affine3f origCamera = mCamera;
origCamera.translation() = -mCurrentView->getPosition();
center += mCurrentView->getPosition();
stopAnimation(1); // make sure the fade in isn't still playing
mLockInput = true;
setAnimation(new LaunchAnimation(mCamera, mFadeOpacity, center, 1500), [this, origCamera, center, game]
{
game->getSystem()->launchGame(mWindow, game);
mCamera = origCamera;
mLockInput = false;
setAnimation(new LaunchAnimation(mCamera, mFadeOpacity, center, 600), nullptr, true);
});
}
std::shared_ptr<IGameListView> ViewController::getGameListView(SystemData* system)
{
//if we already made one, return that one
auto exists = mGameListViews.find(system);
if(exists != mGameListViews.end())
return exists->second;
//if we didn't, make it, remember it, and return it
std::shared_ptr<IGameListView> view;
if(system != NULL)
{
//decide type
bool detailed = false;
std::vector<FileData*> files = system->getRootFolder()->getFilesRecursive(GAME | FOLDER);
for(auto it = files.begin(); it != files.end(); it++)
{
if(!(*it)->getThumbnailPath().empty())
{
detailed = true;
break;
}
}
if(detailed)
view = std::shared_ptr<IGameListView>(new DetailedGameListView(mWindow, system->getRootFolder()));
else
view = std::shared_ptr<IGameListView>(new BasicGameListView(mWindow, system->getRootFolder()));
view = std::shared_ptr<IGameListView>(new GridGameListView(mWindow, system->getRootFolder()));
view->setTheme(system->getTheme());
}else{
LOG(LogError) << "null system"; // should eventually return an "all games" gamelist view
}
std::vector<SystemData*>& sysVec = SystemData::sSystemVector;
int id = std::find(sysVec.begin(), sysVec.end(), system) - sysVec.begin();
view->setPosition(id * (float)Renderer::getScreenWidth(), (float)Renderer::getScreenHeight() * 2);
mGameListViews[system] = view;
return view;
}
std::shared_ptr<SystemListView> ViewController::getSystemListView()
{
if(!mSystemListView)
{
mSystemListView = std::shared_ptr<SystemListView>(new SystemListView(mWindow));
mSystemListView->setPosition(0, (float)Renderer::getScreenHeight());
}
return mSystemListView;
}
bool ViewController::input(InputConfig* config, Input input)
{
if(mLockInput)
return true;
// open menu
if(config->isMappedTo("menu", input) && input.value != 0)
{
// open menu
mWindow->pushGui(new GuiMenu(mWindow));
ThemeData().playSound("menuOpenSound");
return true;
}
if(mCurrentView)
return mCurrentView->input(config, input);
return false;
}
void ViewController::update(int deltaTime)
{
if(mCurrentView)
{
mCurrentView->update(deltaTime);
}
GuiComponent::update(deltaTime);
}
void ViewController::render(const Eigen::Affine3f& parentTrans)
{
Eigen::Affine3f trans = mCamera * parentTrans;
// camera position, position + size
Eigen::Vector3f viewStart = trans.inverse().translation();
Eigen::Vector3f viewEnd = trans.inverse() * Eigen::Vector3f((float)Renderer::getScreenWidth(), (float)Renderer::getScreenHeight(), 0);
// draw systemlist
if(mSystemListView) mSystemListView->render(trans);
// draw gamelists
for(auto it = mGameListViews.begin(); it != mGameListViews.end(); it++)
{
// clipping
Eigen::Vector3f guiStart = it->second->getPosition();
Eigen::Vector3f guiEnd = it->second->getPosition() + Eigen::Vector3f(it->second->getSize().x(), it->second->getSize().y(), 0);
if(guiEnd.x() >= viewStart.x() && guiEnd.y() >= viewStart.y() &&
guiStart.x() <= viewEnd.x() && guiStart.y() <= viewEnd.y())
it->second->render(trans);
}
// fade out
if(mFadeOpacity)
{
Renderer::setMatrix(Eigen::Affine3f::Identity());
Renderer::drawRect(0, 0, Renderer::getScreenWidth(), Renderer::getScreenHeight(), 0x00000000 | (unsigned char)(mFadeOpacity * 255));
}
}
void ViewController::preload()
{
for(auto it = SystemData::sSystemVector.begin(); it != SystemData::sSystemVector.end(); it++)
{
getGameListView(*it);
}
}
void ViewController::reloadGameListView(IGameListView* view)
{
for(auto it = mGameListViews.begin(); it != mGameListViews.end(); it++)
{
if(it->second.get() == view)
{
SystemData* system = it->first;
FileData* cursor = view->getCursor();
mGameListViews.erase(it);
std::shared_ptr<IGameListView> newView = getGameListView(system);
newView->setCursor(cursor);
mCurrentView = newView;
break;
}
}
}