mirror of
https://github.com/RetroDECK/ES-DE.git
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4f99dec7c2
Scrolling will now occur if the input is held (not just keyboards anymore!). Initial XML gamelist support. If a file named gamelist.xml is present in the directory ES is run from, it will be parsed and the detailed GuiGameList will be used. Games are matched by absolute path, and a name, description, and image path can be read. PugiXML is used for parsing XML files - its license can be found in src/pugiXML/pugiXML_license.txt. SDL_image is used for loading screenshots with the detailed GuiGameList. Almost all invalid bash characters should be escaped in ROM paths now - including !$^&*()[]<>?;'"\.
163 lines
3.1 KiB
C++
163 lines
3.1 KiB
C++
#include "GuiList.h"
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#include <iostream>
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GuiList::GuiList(int offsetX, int offsetY)
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{
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mSelection = 0;
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mScrollDir = 0;
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mScrolling = 0;
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mScrollAccumulator = 0;
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mOffsetX = offsetX;
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mOffsetY = offsetY;
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InputManager::registerComponent(this);
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}
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GuiList::~GuiList()
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{
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InputManager::unregisterComponent(this);
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}
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void GuiList::onRender()
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{
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Renderer::FontSize fontsize = Renderer::MEDIUM;
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const int cutoff = mOffsetY;
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const int entrySize = Renderer::getFontHeight(fontsize) + 5;
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int startEntry = 0;
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//number of entries that can fit on the screen simultaniously
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int screenCount = (Renderer::getScreenHeight() - cutoff) / entrySize;
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screenCount -= 1;
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if((int)mRowVector.size() >= screenCount)
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{
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startEntry = mSelection - (screenCount * 0.5);
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if(startEntry < 0)
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startEntry = 0;
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if(startEntry >= (int)mRowVector.size() - screenCount)
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startEntry = mRowVector.size() - screenCount;
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}
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int y = cutoff;
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if(mRowVector.size() == 0)
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{
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Renderer::drawCenteredText("The list is empty.", 0, y, 0xFF0000);
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return;
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}
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int listCutoff = startEntry + screenCount;
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if(listCutoff > (int)mRowVector.size())
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listCutoff = mRowVector.size();
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for(int i = startEntry; i < listCutoff; i++)
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{
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if(mSelection == i)
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{
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Renderer::drawRect(mOffsetX, y, Renderer::getScreenWidth(), Renderer::getFontHeight(fontsize), 0x000000);
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}
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ListRow row = mRowVector.at((unsigned int)i);
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Renderer::drawCenteredText(row.name, mOffsetX, y, row.color);
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y += entrySize;
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}
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}
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void GuiList::onInput(InputManager::InputButton button, bool keyDown)
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{
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if(mRowVector.size() > 0)
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{
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if(keyDown)
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{
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if(button == InputManager::DOWN)
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{
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mScrollDir = 1;
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mSelection++;
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}
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if(button == InputManager::UP)
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{
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mScrollDir = -1;
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mSelection--;
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}
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}else{
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if((button == InputManager::DOWN && mScrollDir > 0) || (button == InputManager::UP && mScrollDir < 0))
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{
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mScrollAccumulator = 0;
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mScrolling = false;
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mScrollDir = 0;
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}
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}
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if(mSelection < 0)
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mSelection += mRowVector.size();
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if(mSelection >= (int)mRowVector.size())
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mSelection -= mRowVector.size();
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}
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}
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void GuiList::onTick(int deltaTime)
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{
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if(mScrollDir != 0)
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{
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mScrollAccumulator += deltaTime;
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if(!mScrolling)
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{
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if(mScrollAccumulator >= SCROLLDELAY)
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{
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mScrollAccumulator = SCROLLTIME;
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mScrolling = true;
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}
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}
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if(mScrolling)
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{
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mScrollAccumulator += deltaTime;
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while(mScrollAccumulator >= SCROLLTIME)
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{
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mScrollAccumulator -= SCROLLTIME;
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mSelection += mScrollDir;
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if(mSelection < 0)
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mSelection += mRowVector.size();
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if(mSelection >= (int)mRowVector.size())
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mSelection -= mRowVector.size();
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}
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}
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}
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}
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//list management stuff
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void GuiList::addObject(std::string name, void* obj, int color)
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{
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ListRow row = {name, obj, color};
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mRowVector.push_back(row);
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}
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void GuiList::clear()
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{
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mRowVector.clear();
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mSelection = 0;
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}
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std::string GuiList::getSelectedName()
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{
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return mRowVector.at(mSelection).name;
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}
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void* GuiList::getSelectedObject()
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{
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return mRowVector.at(mSelection).object;
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}
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int GuiList::getSelection()
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{
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return mSelection;
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}
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