mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2024-11-28 09:05:38 +00:00
237 lines
5.7 KiB
C++
237 lines
5.7 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 <boost/filesystem.hpp>
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//#define DRAWFRAMERATE
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#ifdef DRAWFRAMERATE
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#include <sstream>
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extern float FRAMERATE;
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#endif
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const float GuiGameList::sInfoWidth = 0.5;
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GuiGameList::GuiGameList(bool useDetail)
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{
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std::cout << "Creating GuiGameList\n";
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mDetailed = useDetail;
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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() * sInfoWidth, Renderer::getFontHeight(Renderer::LARGE) + 2);
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mScreenshot = new GuiImage(Renderer::getScreenWidth() * 0.2, Renderer::getFontHeight(Renderer::LARGE) + 2, "", Renderer::getScreenWidth() * 0.3);
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mScreenshot->setOrigin(0.5, 0.0);
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mScreenshot->setAlpha(true); //slower, but requested
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addChild(mScreenshot);
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}else{
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mList = new GuiList<FileData*>(0, Renderer::getFontHeight(Renderer::LARGE) + 2);
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mScreenshot = NULL;
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}
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mTheme = new GuiTheme(); //not a child because it's rendered manually by GuiGameList::onRender (to make sure it's rendered first)
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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 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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std::cerr << "Error - no systems found!\n";
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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 (I can't look up the proper method right now)
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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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Renderer::drawRect(0, 0, Renderer::getScreenWidth(), Renderer::getScreenHeight(), 0xFFFFFF);
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if(mTheme)
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mTheme->render();
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#ifdef DRAWFRAMERATE
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std::stringstream ss;
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ss << FRAMERATE;
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std::string fps;
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ss >> fps;
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Renderer::drawText(fps, 0, 0, 0x00FF00);
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#endif
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//header
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if(!mTheme->getHeaderHidden())
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Renderer::drawCenteredText(mSystem->getName(), 0, 1, 0xFF0000, Renderer::LARGE);
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if(mDetailed)
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{
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//divider
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if(!mTheme->getDividersHidden())
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Renderer::drawRect(Renderer::getScreenWidth() * sInfoWidth - 4, Renderer::getFontHeight(Renderer::LARGE) + 2, 8, Renderer::getScreenHeight(), 0x0000FF);
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//if we have selected a non-folder
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if(mList->getSelectedObject() && !mList->getSelectedObject()->isFolder())
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{
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GameData* game = (GameData*)mList->getSelectedObject();
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//todo: cache this
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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, Renderer::getFontHeight(Renderer::LARGE) + mScreenshot->getHeight() + 10, Renderer::getScreenWidth() * (sInfoWidth - 0.03), mTheme->getDescColor(), Renderer::SMALL);
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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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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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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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}
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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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if(button == InputManager::MENU && keyDown)
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{
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new GuiMenu(this);
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}
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if(mDetailed)
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{
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if(!keyDown && (button == InputManager::UP || button == InputManager::DOWN))
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{
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updateDetailData();
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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->getSecondaryColor());
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else
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mList->addObject(file->getName(), file, mTheme->getPrimaryColor());
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}
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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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std::string defaultPath = getenv("HOME");
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defaultPath += "/.emulationstation/es_theme.xml";
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std::string themePath = mSystem->getStartPath() + "/theme.xml";
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if(boost::filesystem::exists(themePath))
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mTheme->readXML(themePath);
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else if(boost::filesystem::exists(defaultPath))
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mTheme->readXML(defaultPath);
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else
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mTheme->readXML(""); //clears any current theme
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mList->setSelectorColor(mTheme->getSelectorColor());
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mList->setCentered(mTheme->getListCentered());
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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->setImage(((GameData*)mList->getSelectedObject())->getImagePath());
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}else{
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mScreenshot->setImage("");
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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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InputManager::unregisterComponent(this);
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}
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void GuiGameList::onResume()
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{
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InputManager::registerComponent(this);
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}
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