244 lines
8.1 KiB
C++
244 lines
8.1 KiB
C++
/****************************************************************************
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* Copyright (C) 2015 Dimok
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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****************************************************************************/
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#include "MainWindow.h"
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#include "Application.h"
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#include "utils/logger.h"
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#include "utils/StringTools.h"
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#include "resources/Resources.h"
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#include "gui/GuiTitleBrowser.h"
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#include "gui/GuiIconGrid.h"
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#include <sysapp/launch.h>
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#include <future>
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#include "utils/AsyncExecutor.h"
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MainWindow::MainWindow(int32_t w, int32_t h)
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: width(w)
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, height(h)
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, gameClickSound(Resources::GetSound("game_click.mp3"))
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, mainSwitchButtonFrame(NULL)
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, currentTvFrame(NULL)
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, currentDrcFrame(NULL) {
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for(int32_t i = 0; i < 4; i++) {
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std::string filename = StringTools::strfmt("player%i_point.png", i+1);
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pointerImgData[i] = Resources::GetImageData(filename.c_str());
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pointerImg[i] = new GuiImage(pointerImgData[i]);
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pointerImg[i]->setScale(1.5f);
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pointerValid[i] = false;
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}
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SetupMainView();
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}
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MainWindow::~MainWindow() {
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while(!tvElements.empty()) {
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delete tvElements[0];
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remove(tvElements[0]);
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}
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while(!drcElements.empty()) {
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delete drcElements[0];
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remove(drcElements[0]);
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}
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for(int32_t i = 0; i < 4; i++) {
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delete pointerImg[i];
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Resources::RemoveImageData(pointerImgData[i]);
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}
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Resources::RemoveSound(gameClickSound);
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}
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void MainWindow::updateEffects() {
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//! dont read behind the initial elements in case one was added
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uint32_t tvSize = tvElements.size();
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uint32_t drcSize = drcElements.size();
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for(uint32_t i = 0; (i < drcSize) && (i < drcElements.size()); ++i) {
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drcElements[i]->updateEffects();
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}
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//! only update TV elements that are not updated yet because they are on DRC
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for(uint32_t i = 0; (i < tvSize) && (i < tvElements.size()); ++i) {
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uint32_t n;
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for(n = 0; (n < drcSize) && (n < drcElements.size()); n++) {
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if(tvElements[i] == drcElements[n])
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break;
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}
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if(n == drcElements.size()) {
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tvElements[i]->updateEffects();
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}
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}
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}
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void MainWindow::process() {
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//! dont read behind the initial elements in case one was added
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uint32_t tvSize = tvElements.size();
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uint32_t drcSize = drcElements.size();
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for(uint32_t i = 0; (i < drcSize) && (i < drcElements.size()); ++i) {
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drcElements[i]->process();
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}
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//! only update TV elements that are not updated yet because they are on DRC
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for(uint32_t i = 0; (i < tvSize) && (i < tvElements.size()); ++i) {
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uint32_t n;
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for(n = 0; (n < drcSize) && (n < drcElements.size()); n++) {
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if(tvElements[i] == drcElements[n])
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break;
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}
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if(n == drcElements.size()) {
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tvElements[i]->process();
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}
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}
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}
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void MainWindow::update(GuiController *controller) {
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//! dont read behind the initial elements in case one was added
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//uint32_t tvSize = tvElements.size();
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if(controller->chan & GuiTrigger::CHANNEL_1) {
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uint32_t drcSize = drcElements.size();
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for(uint32_t i = 0; (i < drcSize) && (i < drcElements.size()); ++i) {
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drcElements[i]->update(controller);
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}
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} else {
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uint32_t tvSize = tvElements.size();
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for(uint32_t i = 0; (i < tvSize) && (i < tvElements.size()); ++i) {
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tvElements[i]->update(controller);
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}
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}
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// //! only update TV elements that are not updated yet because they are on DRC
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// for(uint32_t i = 0; (i < tvSize) && (i < tvElements.size()); ++i)
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// {
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// uint32_t n;
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// for(n = 0; (n < drcSize) && (n < drcElements.size()); n++)
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// {
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// if(tvElements[i] == drcElements[n])
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// break;
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// }
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// if(n == drcElements.size())
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// {
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// tvElements[i]->update(controller);
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// }
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// }
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if(controller->chanIdx >= 1 && controller->chanIdx <= 4 && controller->data.validPointer) {
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int32_t wpadIdx = controller->chanIdx - 1;
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float posX = controller->data.x;
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float posY = controller->data.y;
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pointerImg[wpadIdx]->setPosition(posX, posY);
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pointerImg[wpadIdx]->setAngle(controller->data.pointerAngle);
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pointerValid[wpadIdx] = true;
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}
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}
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void MainWindow::drawDrc(CVideo *video) {
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for(uint32_t i = 0; i < drcElements.size(); ++i) {
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drcElements[i]->draw(video);
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}
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for(int32_t i = 0; i < 4; i++) {
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if(pointerValid[i]) {
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pointerImg[i]->setAlpha(0.5f);
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pointerImg[i]->draw(video);
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pointerImg[i]->setAlpha(1.0f);
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}
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}
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}
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void MainWindow::drawTv(CVideo *video) {
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for(uint32_t i = 0; i < tvElements.size(); ++i) {
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tvElements[i]->draw(video);
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}
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for(int32_t i = 0; i < 4; i++) {
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if(pointerValid[i]) {
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pointerImg[i]->draw(video);
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pointerValid[i] = false;
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}
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}
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}
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void MainWindow::SetupMainView() {
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currentTvFrame = new GuiIconGrid(width, height,0);
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currentTvFrame->setEffect(EFFECT_FADE, 10, 255);
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currentTvFrame->setState(GuiElement::STATE_DISABLED);
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currentTvFrame->effectFinished.connect(this, &MainWindow::OnOpenEffectFinish);
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appendTv(currentTvFrame);
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currentDrcFrame = currentTvFrame;
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if(currentTvFrame != currentDrcFrame) {
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currentDrcFrame->setEffect(EFFECT_FADE, 10, 255);
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currentDrcFrame->setState(GuiElement::STATE_DISABLED);
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currentDrcFrame->effectFinished.connect(this, &MainWindow::OnOpenEffectFinish);
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}
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//! reconnect only to DRC game selection change
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currentTvFrame->gameSelectionChanged.disconnect(this);
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currentDrcFrame->gameSelectionChanged.disconnect(this);
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currentTvFrame->gameLaunchClicked.disconnect(this);
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currentDrcFrame->gameLaunchClicked.disconnect(this);
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if(currentTvFrame != currentDrcFrame) {
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currentTvFrame->gameSelectionChanged.connect(this, &MainWindow::OnGameSelectionChange);
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currentTvFrame->gameLaunchClicked.connect(this, &MainWindow::OnGameLaunch);
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}
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currentDrcFrame->gameSelectionChanged.connect(this, &MainWindow::OnGameSelectionChange);
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currentDrcFrame->gameLaunchClicked.connect(this, &MainWindow::OnGameLaunch);
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mainSwitchButtonFrame = new MainDrcButtonsFrame(width, height);
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mainSwitchButtonFrame->setState(GuiElement::STATE_DISABLED);
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mainSwitchButtonFrame->setEffect(EFFECT_FADE, 10, 255);
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mainSwitchButtonFrame->setState(GuiElement::STATE_DISABLED);
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mainSwitchButtonFrame->effectFinished.connect(this, &MainWindow::OnOpenEffectFinish);
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appendDrc(currentDrcFrame);
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append(mainSwitchButtonFrame);
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}
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void MainWindow::OnOpenEffectFinish(GuiElement *element) {
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//! once the menu is open reset its state and allow it to be "clicked/hold"
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element->effectFinished.disconnect(this);
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element->clearState(GuiElement::STATE_DISABLED);
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}
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void MainWindow::OnCloseEffectFinish(GuiElement *element) {
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//! remove element from draw list and push to delete queue
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remove(element);
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AsyncExecutor::pushForDelete(element);
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}
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void MainWindow::OnGameSelectionChange(GuiTitleBrowser *element, int32_t selectedIdx) {
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if(!currentDrcFrame || !currentTvFrame)
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return;
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if(element == currentDrcFrame && currentDrcFrame != currentTvFrame) {
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currentTvFrame->setSelectedGame(selectedIdx);
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} else if(element == currentTvFrame && currentDrcFrame != currentTvFrame) {
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currentDrcFrame->setSelectedGame(selectedIdx);
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}
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}
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void MainWindow::OnGameLaunch(GuiTitleBrowser *element, int32_t selectedIdx) {
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}
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