mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2024-11-30 10:05:39 +00:00
45 lines
1.8 KiB
Markdown
45 lines
1.8 KiB
Markdown
Also known as "Really Bad Technical Documentation"
|
|
|
|
These are mostly notes I create as I go along, marking potential gotchas for people who might try to extend my code.
|
|
Some day I'll try and add an overview of the code structure, what each class does, etc.
|
|
|
|
Development Environment
|
|
=======================
|
|
|
|
I personally launch ES in windowed mode with a smaller resolution than my monitor and with debug text enabled.
|
|
|
|
`emulationstation --windowed --debug --resolution 1280 720`
|
|
|
|
|
|
Creating a new GuiComponent
|
|
===========================
|
|
|
|
You probably want to override:
|
|
|
|
`bool input(InputConfig* config, Input input);`
|
|
Check if some input is mapped to some action with `config->isMappedTo("a", input);`.
|
|
Check if an input is "pressed" with `input.value != 0` (input.value *can* be negative in the case of axes).
|
|
|
|
`void update(int deltaTime);`
|
|
`deltaTime` is in milliseconds.
|
|
|
|
`void render(const Transform4x4f& parentTrans);`
|
|
You probably want to do `Transform4x4f trans = parentTrans * getTransform();` to get your final "modelview" matrix.
|
|
Apply the modelview matrix with `Renderer::setMatrix(const Transform4x4f&)`.
|
|
Render any children the component may have with `renderChildren(parentTrans);`.
|
|
|
|
|
|
Creating a new GameListView Class
|
|
=================================
|
|
|
|
1. Don't allow the user to navigate to the root node's parent. If you use a stack of some sort to keep track of past cursor states this will be a natural side effect.
|
|
|
|
|
|
|
|
Creating a new Component
|
|
========================
|
|
|
|
If your component is not made up of other components, and you draw something to the screen with OpenGL, make sure:
|
|
|
|
* Your vertex positions are rounded before you render (you can use round(float) in Util.h to do this).
|
|
* Your transform matrix's translation is rounded (you can use roundMatrix(affine3f) in Util.h to do this). |