launchiine/src/gui/GuiIconGrid.h

177 lines
5.6 KiB
C++

/****************************************************************************
* Copyright (C) 2015 Dimok
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
****************************************************************************/
#pragma once
#include "gui/GameIcon.h"
#include "gui/GuiDragListener.h"
#include "gui/GuiTitleBrowser.h"
#include "utils/AsyncExecutor.h"
#include "utils/logger.h"
#include <gui/GuiParticleImage.h>
#include <map>
class GuiIconGrid : public GuiTitleBrowser, public sigslot::has_slots<> {
public:
GuiIconGrid(int32_t w, int32_t h, uint64_t selectedTitleId, bool sortByName);
virtual ~GuiIconGrid();
void setSelectedGame(uint64_t idx);
uint64_t getSelectedGame(void);
void update(GuiController *t);
void draw(CVideo *pVideo);
void process();
void OnGameTitleListUpdated(GameList *list);
void OnAddGameTitle(gameInfo *info);
void OnGameTitleUpdated(gameInfo *info);
void OnGameTitleAdded(gameInfo *info);
private:
static const int32_t MAX_ROWS = 3;
static const int32_t MAX_COLS = 5;
bool sortByName = false;
GuiParticleImage particleBgImage;
GuiSound *buttonClickSound;
GuiText gameTitle;
GuiTrigger touchTrigger;
GuiTrigger wpadTouchTrigger;
GuiTrigger leftTrigger;
GuiTrigger rightTrigger;
GuiTrigger downTrigger;
GuiTrigger upTrigger;
GuiTrigger buttonATrigger;
GuiTrigger buttonLTrigger;
GuiTrigger buttonRTrigger;
GuiButton leftButton;
GuiButton rightButton;
GuiButton downButton;
GuiButton upButton;
GuiButton launchButton;
GuiImageData *arrowRightImageData;
GuiImageData *arrowLeftImageData;
GuiImage arrowRightImage;
GuiImage arrowLeftImage;
GuiButton arrowRightButton;
GuiButton arrowLeftButton;
GuiImageData noIcon;
GuiImageData emptyIcon;
GuiDragListener dragListener;
void OnLeftArrowClick(GuiButton *button, const GuiController *controller, GuiTrigger *trigger);
void OnRightArrowClick(GuiButton *button, const GuiController *controller, GuiTrigger *trigger);
void OnLeftClick(GuiButton *button, const GuiController *controller, GuiTrigger *trigger);
void OnRightClick(GuiButton *button, const GuiController *controller, GuiTrigger *trigger);
void OnDownClick(GuiButton *button, const GuiController *controller, GuiTrigger *trigger);
void OnUpClick(GuiButton *button, const GuiController *controller, GuiTrigger *trigger);
void OnLaunchClick(GuiButton *button, const GuiController *controller, GuiTrigger *trigger);
void OnGameButtonClick(GuiButton *button, const GuiController *controller, GuiTrigger *trigger);
void OnGameButtonHeld(GuiButton *button, const GuiController *controller, GuiTrigger *trigger);
void OnGameButtonPointedOn(GuiButton *button, const GuiController *controller);
void OnGameButtonPointedOff(GuiButton *button, const GuiController *controller);
void OnDrag(GuiDragListener *button, const GuiController *controller, GuiTrigger *trigger, int32_t dx, int32_t dy);
void OnLeftArrowHeld(GuiButton *button, const GuiController *controller, GuiTrigger *trigger);
void OnRightArrowHeld(GuiButton *button, const GuiController *controller, GuiTrigger *trigger);
void OnLeftArrowReleased(GuiButton *button, const GuiController *controller, GuiTrigger *trigger);
void OnRightArrowReleased(GuiButton *button, const GuiController *controller, GuiTrigger *trigger);
void updateButtonPositions();
int32_t offsetForTitleId(uint64_t titleId);
uint32_t lArrowHeldCounter = 0;
uint32_t rArrowHeldCounter = 0;
int32_t curPage = 0;
int32_t listOffset;
uint64_t selectedGame;
int32_t currentLeftPosition;
int32_t targetLeftPosition;
uint32_t gameLaunchTimer;
bool bUpdatePositions = false;
GuiButton *currentlyHeld = nullptr;
uint64_t currentlyHeldTitleId = 0;
int32_t currentlyHeldPosition = -1;
GuiButton *dragTarget = nullptr;
class GameInfoContainer {
public:
GameInfoContainer(GuiButton *button, GameIcon *image, gameInfo *info) {
this->image = image;
this->info = info;
this->button = button;
}
~GameInfoContainer() {
if (button != nullptr) {
AsyncExecutor::pushForDelete(button);
}
if (image != nullptr) {
AsyncExecutor::pushForDelete(image);
}
}
void updateImageData() {
if (image != nullptr && info != nullptr && info->imageData != nullptr) {
image->setImageData(info->imageData);
}
}
GameIcon *image;
gameInfo *info;
GuiButton *button;
};
std::recursive_mutex positionMutex;
std::recursive_mutex containerMutex;
std::map<uint64_t, GameInfoContainer *> gameInfoContainers;
std::vector<uint64_t> position;
std::vector<GuiButton *> positionButtons;
std::vector<GuiImage *> emptyIcons;
std::vector<GuiButton *> emptyButtons;
};