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