ES-DE/src/views/ViewController.cpp
Aloshi b968349864 Improved animation system.
Now supports animation delays, canceling, and forcibly finishing animations.
See GuiComponent::cancelAnimation(), finishAnimation(), and new parameters for setAnimation().
2014-04-18 12:19:46 -05:00

281 lines
7.2 KiB
C++

#include "ViewController.h"
#include "../Log.h"
#include "../SystemData.h"
#include "../Settings.h"
#include "gamelist/BasicGameListView.h"
#include "gamelist/DetailedGameListView.h"
#include "gamelist/GridGameListView.h"
#include "../guis/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(0), mLockInput(false)
{
mState.viewing = NOTHING;
}
void ViewController::goToStart()
{
// TODO
/* mState.viewing = START_SCREEN;
mCurrentView.reset();
playViewTransition(); */
goToSystemView(SystemData::sSystemVector.at(0));
}
void ViewController::goToSystemView(SystemData* system)
{
mState.viewing = SYSTEM_SELECT;
mState.system = system;
getSystemListView()->goToSystem(system);
mCurrentView = getSystemListView();
updateHelpPrompts();
playViewTransition();
}
void ViewController::goToNextGameList()
{
assert(mState.viewing == GAME_LIST);
SystemData* system = getState().getSystem();
assert(system);
goToGameList(system->getNext());
}
void ViewController::goToPrevGameList()
{
assert(mState.viewing == GAME_LIST);
SystemData* system = getState().getSystem();
assert(system);
goToGameList(system->getPrev());
}
void ViewController::goToGameList(SystemData* system)
{
mState.viewing = GAME_LIST;
mState.system = system;
mCurrentView = getGameListView(system);
updateHelpPrompts();
playViewTransition();
}
void ViewController::playViewTransition()
{
Eigen::Vector3f target(Eigen::Vector3f::Identity());
if(mCurrentView)
target = mCurrentView->getPosition();
if(Settings::getInstance()->getString("TransitionStyle") == "fade")
{
// fade animation
auto fadeAnim = [this, target](float t) {
float fadeStart = lerp<float>(0, 1, t / 0.3f);
float fadeEnd = lerp<float>(1, 0, (t - 0.7f) / 0.3f);
if(t <= 0.3f)
{
mFadeOpacity = fadeStart;
}else{
this->mCamera.translation() = -target;
mFadeOpacity = fadeEnd;
}
};
setAnimation(new LambdaAnimation(fadeAnim, 800));
}else{
// slide
setAnimation(new MoveCameraAnimation(mCamera, target));
}
}
void ViewController::onFileChanged(FileData* file, FileChangeType change)
{
auto it = mGameListViews.find(file->getSystem());
if(it != mGameListViews.end())
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;
}
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), 0, [this, origCamera, center, game]
{
game->getSystem()->launchGame(mWindow, game);
mCamera = origCamera;
mLockInput = false;
setAnimation(new LaunchAnimation(mCamera, mFadeOpacity, center, 600), 0, nullptr, true);
this->onFileChanged(game, FILE_METADATA_CHANGED);
});
}
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;
//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()));
// uncomment for experimental "image grid" view
//view = std::shared_ptr<IGameListView>(new GridGameListView(mWindow, system->getRootFolder()));
view->setTheme(system->getTheme());
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<SystemView> ViewController::getSystemListView()
{
//if we already made one, return that one
if(mSystemListView)
return mSystemListView;
mSystemListView = std::shared_ptr<SystemView>(new SystemView(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("start", input) && input.value != 0)
{
// open menu
mWindow->pushGui(new GuiMenu(mWindow));
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 systemview
getSystemListView()->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(parentTrans);
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, bool reloadTheme)
{
for(auto it = mGameListViews.begin(); it != mGameListViews.end(); it++)
{
if(it->second.get() == view)
{
bool isCurrent = (mCurrentView == it->second);
SystemData* system = it->first;
FileData* cursor = view->getCursor();
mGameListViews.erase(it);
if(reloadTheme)
system->loadTheme();
std::shared_ptr<IGameListView> newView = getGameListView(system);
newView->setCursor(cursor);
if(isCurrent)
mCurrentView = newView;
break;
}
}
}
std::vector<HelpPrompt> ViewController::getHelpPrompts()
{
std::vector<HelpPrompt> prompts;
if(!mCurrentView)
return prompts;
prompts = mCurrentView->getHelpPrompts();
prompts.push_back(HelpPrompt("start", "menu"));
return prompts;
}