Commit 7152ca62 authored by Aloshi's avatar Aloshi

First version of the system select menu.

parent abb568aa
......@@ -197,6 +197,8 @@ set(ES_HEADERS
${CMAKE_CURRENT_SOURCE_DIR}/src/views/DetailedGameListView.h
${CMAKE_CURRENT_SOURCE_DIR}/src/views/GameListView.h
${CMAKE_CURRENT_SOURCE_DIR}/src/views/GridGameListView.h
${CMAKE_CURRENT_SOURCE_DIR}/src/views/SystemListView.h
${CMAKE_CURRENT_SOURCE_DIR}/src/views/SystemView.h
${CMAKE_CURRENT_SOURCE_DIR}/src/views/ViewController.h
${CMAKE_CURRENT_SOURCE_DIR}/src/animations/Animation.h
......@@ -272,6 +274,8 @@ set(ES_SOURCES
${CMAKE_CURRENT_SOURCE_DIR}/src/views/DetailedGameListView.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/views/GameListView.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/views/GridGameListView.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/views/SystemListView.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/views/SystemView.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/views/ViewController.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/animations/AnimationController.cpp
......
......@@ -122,6 +122,8 @@ Pretty much any image format is supported.
`<verticalDividerImage>` - No default.
`<systemImage>` - No default. Large image, shown in the system select menu.
`<fastSelectBackgroundImage>` - Nine patch. Default is the "button.png" resource.
Sounds
......
......@@ -28,7 +28,8 @@ std::map<std::string, ImageDef> ThemeData::sDefaultImages = boost::assign::map_l
("headerImage", ImageDef("", false))
("infoBackgroundImage", ImageDef("", false))
("verticalDividerImage", ImageDef("", false))
("fastSelectBackgroundImage", ImageDef(":/button.png", false));
("fastSelectBackgroundImage", ImageDef(":/button.png", false))
("systemImage", ImageDef("", false));
std::map<std::string, SoundDef> ThemeData::sDefaultSounds = boost::assign::map_list_of
("scrollSound", SoundDef(""))
......
......@@ -169,12 +169,12 @@ bool BasicGameListView::input(InputConfig* config, Input input)
}else if(config->isMappedTo("right", input))
{
mList.stopScrolling();
mWindow->getViewController()->goToNextSystem();
mWindow->getViewController()->goToNextGameList();
return true;
}else if(config->isMappedTo("left", input))
{
mList.stopScrolling();
mWindow->getViewController()->goToPrevSystem();
mWindow->getViewController()->goToPrevGameList();
return true;
}
}
......
#include "SystemListView.h"
#include "../Renderer.h"
#include "../SystemData.h"
#include "../animations/MoveCameraAnimation.h"
#include "../Window.h"
#include "ViewController.h"
SystemListView::SystemListView(Window* window) : GuiComponent(window), mCamera(Eigen::Affine3f::Identity()), mCurrentSystem(NULL)
{
setSize((float)Renderer::getScreenWidth(), (float)Renderer::getScreenHeight());
goToSystem(SystemData::sSystemVector.at(0));
}
void SystemListView::goToSystem(SystemData* system)
{
std::shared_ptr<SystemView> view = getSystemView(system);
mCurrentView = view;
mCurrentSystem = system;
setAnimation(new MoveCameraAnimation(mCamera, view->getPosition()));
}
std::shared_ptr<SystemView> SystemListView::getSystemView(SystemData* system)
{
auto exists = mSystemViews.find(system);
if(exists != mSystemViews.end())
return exists->second;
const std::vector<SystemData*>& sysVec = SystemData::sSystemVector;
int id = std::find(sysVec.begin(), sysVec.end(), system) - sysVec.begin();
std::shared_ptr<SystemView> view = std::shared_ptr<SystemView>(new SystemView(mWindow, system));
view->setPosition(id * (float)Renderer::getScreenWidth(), 0);
mSystemViews[system] = view;
return view;
}
bool SystemListView::input(InputConfig* config, Input input)
{
if(input.value != 0)
{
int id = std::find(SystemData::sSystemVector.begin(), SystemData::sSystemVector.end(), mCurrentSystem) - SystemData::sSystemVector.begin();
if(config->isMappedTo("left", input))
{
id--;
if(id < 0)
id += SystemData::sSystemVector.size();
goToSystem(SystemData::sSystemVector.at(id));
return true;
}
if(config->isMappedTo("right", input))
{
id = (id + 1) % SystemData::sSystemVector.size();
goToSystem(SystemData::sSystemVector.at(id));
return true;
}
if(config->isMappedTo("a", input))
{
mWindow->getViewController()->goToGameList(mCurrentSystem);
return true;
}
}
return GuiComponent::input(config, input);
}
void SystemListView::render(const Eigen::Affine3f& parentTrans)
{
Eigen::Affine3f trans = mCamera * getTransform() * parentTrans;
for(auto it = mSystemViews.begin(); it != mSystemViews.end(); it++)
{
it->second->render(trans);
}
}
#pragma once
#include "SystemView.h"
class SystemListView : public GuiComponent
{
public:
SystemListView(Window* window);
void goToSystem(SystemData* system);
bool input(InputConfig* config, Input input) override;
void render(const Eigen::Affine3f& parentTrans) override;
private:
Eigen::Affine3f mCamera;
std::shared_ptr<SystemView> mCurrentView;
SystemData* mCurrentSystem;
std::shared_ptr<SystemView> getSystemView(SystemData* system);
std::map< SystemData*, std::shared_ptr<SystemView> > mSystemViews;
};
#include "SystemView.h"
#include "../SystemData.h"
#include "../Renderer.h"
#include "../Log.h"
SystemView::SystemView(Window* window, SystemData* system) : GuiComponent(window),
mSystem(system),
mHeaderImage(window),
mHeaderText(window),
mImage(window)
{
setSize((float)Renderer::getScreenWidth(), (float)Renderer::getScreenHeight());
mHeaderImage.setOrigin(0.5f, 0.0f);
mHeaderImage.setPosition(mSize.x() / 2, 0);
mHeaderImage.setResize(0, mSize.y() * 0.2f, true);
mHeaderText.setSize(mSize.x(), 0);
mHeaderText.setCentered(true);
mImage.setOrigin(0.5f, 0.5f);
mImage.setPosition(mSize.x() / 2, mSize.y() / 2);
addChild(&mImage);
addChild(&mHeaderText);
addChild(&mHeaderImage);
updateData();
}
void SystemView::updateData()
{
// header
if(mSystem->getTheme()->getImage("headerImage").path.empty())
{
// use text
mHeaderImage.setImage("");
mHeaderText.setText(mSystem->getFullName());
}else{
// use image
mHeaderText.setText("");
mHeaderImage.setImage(mSystem->getTheme()->getImage("headerImage").getTexture());
}
mImage.setImage(mSystem->getTheme()->getImage("systemImage").getTexture());
}
#pragma once
#include "../GuiComponent.h"
#include "../components/ImageComponent.h"
#include "../components/TextComponent.h"
#include "../components/ScrollableContainer.h"
class SystemData;
class SystemView : public GuiComponent
{
public:
SystemView(Window* window, SystemData* system);
void updateData();
private:
SystemData* mSystem;
TextComponent mHeaderText;
ImageComponent mHeaderImage;
ImageComponent mImage;
};
......@@ -17,8 +17,9 @@ ViewController::ViewController(Window* window)
void ViewController::goToSystemSelect()
{
mState.viewing = SYSTEM_SELECT;
goToSystem(SystemData::sSystemVector.at(0));
//playViewTransition();
mCurrentView = getSystemListView();
playViewTransition();
LOG(LogInfo) << "going to system select";
}
SystemData* getSystemCyclic(SystemData* from, bool reverse)
......@@ -43,7 +44,7 @@ SystemData* getSystemCyclic(SystemData* from, bool reverse)
}
}
void ViewController::goToNextSystem()
void ViewController::goToNextGameList()
{
assert(mState.viewing == SYSTEM);
......@@ -51,10 +52,10 @@ void ViewController::goToNextSystem()
if(system == NULL)
return;
goToSystem(getSystemCyclic(system, false));
goToGameList(getSystemCyclic(system, false));
}
void ViewController::goToPrevSystem()
void ViewController::goToPrevGameList()
{
assert(mState.viewing == SYSTEM);
......@@ -62,15 +63,15 @@ void ViewController::goToPrevSystem()
if(system == NULL)
return;
goToSystem(getSystemCyclic(system, true));
goToGameList(getSystemCyclic(system, true));
}
void ViewController::goToSystem(SystemData* system)
void ViewController::goToGameList(SystemData* system)
{
mState.viewing = SYSTEM;
mState.viewing = GAME_LIST;
mState.data.system = system;
mCurrentView = getSystemView(system);
mCurrentView = getGameListView(system);
playViewTransition();
}
......@@ -81,7 +82,7 @@ void ViewController::playViewTransition()
void ViewController::onFileChanged(FileData* file, FileChangeType change)
{
for(auto it = mSystemViews.begin(); it != mSystemViews.end(); it++)
for(auto it = mGameListViews.begin(); it != mGameListViews.end(); it++)
{
it->second->onFileChanged(file, change);
}
......@@ -108,11 +109,11 @@ void ViewController::launch(FileData* game, Eigen::Vector3f center)
});
}
std::shared_ptr<GameListView> ViewController::getSystemView(SystemData* system)
std::shared_ptr<GameListView> ViewController::getGameListView(SystemData* system)
{
//if we already made one, return that one
auto exists = mSystemViews.find(system);
if(exists != mSystemViews.end())
auto exists = mGameListViews.find(system);
if(exists != mGameListViews.end())
return exists->second;
//if we didn't, make it, remember it, and return it
......@@ -146,12 +147,22 @@ std::shared_ptr<GameListView> ViewController::getSystemView(SystemData* system)
std::vector<SystemData*>& sysVec = SystemData::sSystemVector;
int id = std::find(sysVec.begin(), sysVec.end(), system) - sysVec.begin();
view->setPosition(id * (float)Renderer::getScreenWidth(), 0);
view->setPosition(id * (float)Renderer::getScreenWidth(), (float)Renderer::getScreenHeight() * 2);
mSystemViews[system] = view;
mGameListViews[system] = view;
return view;
}
std::shared_ptr<SystemListView> ViewController::getSystemListView()
{
if(!mSystemListView)
{
mSystemListView = std::shared_ptr<SystemListView>(new SystemListView(mWindow));
mSystemListView->setPosition(0, (float)Renderer::getScreenHeight());
}
return mSystemListView;
}
bool ViewController::input(InputConfig* config, Input input)
......@@ -180,8 +191,11 @@ void ViewController::render(const Eigen::Affine3f& parentTrans)
Eigen::Vector3f viewStart = trans.inverse().translation();
Eigen::Vector3f viewEnd = trans.inverse() * Eigen::Vector3f((float)Renderer::getScreenWidth(), (float)Renderer::getScreenHeight(), 0);
// draw systems
for(auto it = mSystemViews.begin(); it != mSystemViews.end(); it++)
// draw systemlist
mSystemListView->render(trans);
// draw gamelists
for(auto it = mGameListViews.begin(); it != mGameListViews.end(); it++)
{
// clipping
Eigen::Vector3f guiStart = it->second->getPosition();
......
#pragma once
#include "GameListView.h"
#include "SystemListView.h"
class SystemData;
......@@ -10,9 +11,9 @@ public:
ViewController(Window* window);
// Navigation.
void goToNextSystem();
void goToPrevSystem();
void goToSystem(SystemData* system);
void goToNextGameList();
void goToPrevGameList();
void goToGameList(SystemData* system);
void goToSystemSelect();
void onFileChanged(FileData* file, FileChangeType change);
......@@ -29,14 +30,14 @@ public:
{
START_SCREEN,
SYSTEM_SELECT,
SYSTEM
GAME_LIST
};
struct State
{
ViewMode viewing;
inline SystemData* getSystem() const { assert(viewing == SYSTEM); return data.system; }
inline SystemData* getSystem() const { assert(viewing == GAME_LIST); return data.system; }
private:
friend ViewController;
......@@ -50,11 +51,13 @@ public:
private:
void playViewTransition();
std::shared_ptr<GameListView> getSystemView(SystemData* system);
std::shared_ptr<GameListView> getGameListView(SystemData* system);
std::shared_ptr<SystemListView> getSystemListView();
std::shared_ptr<GuiComponent> mCurrentView;
std::map< SystemData*, std::shared_ptr<GameListView> > mSystemViews;
std::map< SystemData*, std::shared_ptr<GameListView> > mGameListViews;
std::shared_ptr<SystemListView> mSystemListView;
Eigen::Affine3f mCamera;
float mFadeOpacity;
......
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