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