mirror of
https://github.com/RetroDECK/ES-DE.git
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153 lines
4.9 KiB
C++
153 lines
4.9 KiB
C++
// SPDX-License-Identifier: MIT
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//
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// EmulationStation Desktop Edition
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// SystemView.h
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//
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// Main system view.
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//
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#ifndef ES_APP_VIEWS_SYSTEM_VIEW_H
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#define ES_APP_VIEWS_SYSTEM_VIEW_H
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#include "FileData.h"
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#include "GuiComponent.h"
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#include "Sound.h"
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#include "SystemData.h"
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#include "components/DateTimeComponent.h"
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#include "components/GIFAnimComponent.h"
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#include "components/GameSelectorComponent.h"
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#include "components/LottieAnimComponent.h"
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#include "components/RatingComponent.h"
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#include "components/TextComponent.h"
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#include "components/VideoFFmpegComponent.h"
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#include "components/primary/CarouselComponent.h"
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#include "components/primary/TextListComponent.h"
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#include "resources/Font.h"
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#include <memory>
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class SystemData;
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class SystemView : public GuiComponent
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{
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public:
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using PrimaryType = PrimaryComponent<SystemData*>::PrimaryType;
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SystemView();
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~SystemView();
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void onShow() override;
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void onTransition() override;
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void goToSystem(SystemData* system, bool animate);
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bool input(InputConfig* config, Input input) override;
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void update(int deltaTime) override;
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void render(const glm::mat4& parentTrans) override;
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bool isScrolling() { return mPrimary->isScrolling(); }
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void stopScrolling() { mPrimary->stopScrolling(); }
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bool isSystemAnimationPlaying(unsigned char slot) { return mPrimary->isAnimationPlaying(slot); }
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void finishSystemAnimation(unsigned char slot)
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{
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if (mFadeTransitions && mTransitionAnim) {
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mPrimary->finishAnimation(slot);
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mTransitionAnim = false;
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}
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else {
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finishAnimation(slot);
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mPrimary->finishAnimation(slot);
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mMaxFade = false;
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}
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}
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PrimaryComponent<SystemData*>::PrimaryType getPrimaryType() { return mPrimaryType; }
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CarouselComponent<SystemData*>::CarouselType getCarouselType()
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{
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return (mCarousel != nullptr) ? mCarousel->getType() :
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CarouselComponent<SystemData*>::CarouselType::NO_CAROUSEL;
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}
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SystemData* getFirstSystem() { return mPrimary->getFirst(); }
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void startViewVideos() override
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{
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for (auto& video : mSystemElements[mPrimary->getCursor()].videoComponents)
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video->startVideoPlayer();
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}
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void stopViewVideos() override
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{
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for (auto& video : mSystemElements[mPrimary->getCursor()].videoComponents)
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video->stopVideoPlayer();
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}
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void pauseViewVideos() override
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{
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for (auto& video : mSystemElements[mPrimary->getCursor()].videoComponents) {
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video->pauseVideoPlayer();
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}
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}
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void muteViewVideos() override
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{
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for (auto& video : mSystemElements[mPrimary->getCursor()].videoComponents)
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video->muteVideoPlayer();
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}
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void onThemeChanged(const std::shared_ptr<ThemeData>& theme);
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std::vector<HelpPrompt> getHelpPrompts() override;
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HelpStyle getHelpStyle() override { return mSystemElements[mPrimary->getCursor()].helpStyle; }
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protected:
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void onCursorChanged(const CursorState& state);
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private:
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void populate();
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void updateGameCount();
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void updateGameSelectors();
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void legacyApplyTheme(const std::shared_ptr<ThemeData>& theme);
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void renderElements(const glm::mat4& parentTrans, bool abovePrimary);
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struct SystemViewElements {
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HelpStyle helpStyle;
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std::string name;
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std::string fullName;
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std::vector<std::unique_ptr<GameSelectorComponent>> gameSelectors;
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std::vector<GuiComponent*> legacyExtras;
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std::vector<GuiComponent*> children;
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std::vector<std::unique_ptr<ImageComponent>> imageComponents;
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std::vector<std::unique_ptr<VideoFFmpegComponent>> videoComponents;
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std::vector<std::unique_ptr<LottieAnimComponent>> lottieAnimComponents;
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std::vector<std::unique_ptr<GIFAnimComponent>> GIFAnimComponents;
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std::vector<std::unique_ptr<TextComponent>> gameCountComponents;
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std::vector<std::unique_ptr<TextComponent>> textComponents;
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std::vector<std::unique_ptr<DateTimeComponent>> dateTimeComponents;
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std::vector<std::unique_ptr<RatingComponent>> ratingComponents;
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};
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Renderer* mRenderer;
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std::unique_ptr<CarouselComponent<SystemData*>> mCarousel;
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std::unique_ptr<TextListComponent<SystemData*>> mTextList;
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std::unique_ptr<TextComponent> mLegacySystemInfo;
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std::vector<SystemViewElements> mSystemElements;
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PrimaryComponent<SystemData*>* mPrimary;
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PrimaryType mPrimaryType;
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int mLastCursor;
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// Dummy entry to keep the default SVG rating images in the texture cache so they don't
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// need to be re-rasterized for each gamelist that is loaded.
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RatingComponent mRatingDummy;
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float mCamOffset;
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float mFadeOpacity;
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int mPreviousScrollVelocity;
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bool mUpdatedGameCount;
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bool mViewNeedsReload;
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bool mLegacyMode;
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bool mNavigated;
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bool mMaxFade;
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bool mFadeTransitions;
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bool mTransitionAnim;
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};
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#endif // ES_APP_VIEWS_SYSTEM_VIEW_H
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