launchiine/src/menu/MainWindow.cpp

376 lines
13 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/>.
****************************************************************************/
#include "MainWindow.h"
#include "Application.h"
#include "utils/logger.h"
#include "utils/StringTools.h"
#include "resources/Resources.h"
#include "gui/GuiTitleBrowser.h"
#include "gui/GuiIconGrid.h"
#include <sysapp/launch.h>
#include <future>
#include "utils/AsyncExecutor.h"
MainWindow::MainWindow(int32_t w, int32_t h)
: width(w)
, height(h)
, gameClickSound(Resources::GetSound("game_click.mp3"))
, mainSwitchButtonFrame(NULL)
, currentTvFrame(NULL)
, currentDrcFrame(NULL) {
for(int32_t i = 0; i < 4; i++) {
std::string filename = StringTools::strfmt("player%i_point.png", i+1);
pointerImgData[i] = Resources::GetImageData(filename.c_str());
pointerImg[i] = new GuiImage(pointerImgData[i]);
pointerImg[i]->setScale(1.5f);
pointerValid[i] = false;
}
SetupMainView();
gameList.titleListChanged.connect(this, &MainWindow::OnGameTitleListChanged);
gameList.titleUpdated.connect(this, &MainWindow::OnGameTitleUpdated);
gameList.titleAdded.connect(this, &MainWindow::OnGameTitleAdded);
AsyncExecutor::execute([&] {gameList.loadUnfiltered();});
}
MainWindow::~MainWindow() {
gameList.titleListChanged.disconnect(this);
while(!tvElements.empty()) {
delete tvElements[0];
remove(tvElements[0]);
}
while(!drcElements.empty()) {
delete drcElements[0];
remove(drcElements[0]);
}
for(int32_t i = 0; i < 4; i++) {
delete pointerImg[i];
Resources::RemoveImageData(pointerImgData[i]);
}
Resources::RemoveSound(gameClickSound);
}
void MainWindow::updateEffects() {
//! dont read behind the initial elements in case one was added
uint32_t tvSize = tvElements.size();
uint32_t drcSize = drcElements.size();
for(uint32_t i = 0; (i < drcSize) && (i < drcElements.size()); ++i) {
drcElements[i]->updateEffects();
}
//! only update TV elements that are not updated yet because they are on DRC
for(uint32_t i = 0; (i < tvSize) && (i < tvElements.size()); ++i) {
uint32_t n;
for(n = 0; (n < drcSize) && (n < drcElements.size()); n++) {
if(tvElements[i] == drcElements[n])
break;
}
if(n == drcElements.size()) {
tvElements[i]->updateEffects();
}
}
}
void MainWindow::process() {
//! dont read behind the initial elements in case one was added
uint32_t tvSize = tvElements.size();
uint32_t drcSize = drcElements.size();
for(uint32_t i = 0; (i < drcSize) && (i < drcElements.size()); ++i) {
drcElements[i]->process();
}
//! only update TV elements that are not updated yet because they are on DRC
for(uint32_t i = 0; (i < tvSize) && (i < tvElements.size()); ++i) {
uint32_t n;
for(n = 0; (n < drcSize) && (n < drcElements.size()); n++) {
if(tvElements[i] == drcElements[n])
break;
}
if(n == drcElements.size()) {
tvElements[i]->process();
}
}
if(keyboardInstance != NULL) {
if(keyboardInstance->checkResult()) {
std::string result = keyboardInstance->getResult();
currentTvFrame->clearState(GuiElement::STATE_DISABLED);
currentDrcFrame->clearState(GuiElement::STATE_DISABLED);
mainSwitchButtonFrame->clearState(GuiElement::STATE_DISABLED);
gameList.filterList(result.c_str());
}else{
}
}
}
void MainWindow::OnGameTitleListChanged(GameList * list) {
currentTvFrame->OnGameTitleListUpdated(list);
if(currentTvFrame != currentDrcFrame) {
currentDrcFrame->OnGameTitleListUpdated(list);
}
}
void MainWindow::OnGameTitleUpdated(gameInfo * info) {
currentTvFrame->OnGameTitleUpdated(info);
if(currentTvFrame != currentDrcFrame) {
currentDrcFrame->OnGameTitleUpdated(info);
}
}
void MainWindow::OnGameTitleAdded(gameInfo * info) {
currentTvFrame->OnGameTitleAdded(info);
if(currentTvFrame != currentDrcFrame) {
currentDrcFrame->OnGameTitleAdded(info);
}
}
void MainWindow::update(GuiController *controller) {
//! dont read behind the initial elements in case one was added
//uint32_t tvSize = tvElements.size();
if(controller->chan & GuiTrigger::CHANNEL_1) {
uint32_t drcSize = drcElements.size();
for(uint32_t i = 0; (i < drcSize) && (i < drcElements.size()); ++i) {
drcElements[i]->update(controller);
}
} else {
uint32_t tvSize = tvElements.size();
for(uint32_t i = 0; (i < tvSize) && (i < tvElements.size()); ++i) {
tvElements[i]->update(controller);
}
}
// //! only update TV elements that are not updated yet because they are on DRC
// for(uint32_t i = 0; (i < tvSize) && (i < tvElements.size()); ++i)
// {
// uint32_t n;
// for(n = 0; (n < drcSize) && (n < drcElements.size()); n++)
// {
// if(tvElements[i] == drcElements[n])
// break;
// }
// if(n == drcElements.size())
// {
// tvElements[i]->update(controller);
// }
// }
if(controller->chanIdx >= 1 && controller->chanIdx <= 4 && controller->data.validPointer) {
int32_t wpadIdx = controller->chanIdx - 1;
float posX = controller->data.x;
float posY = controller->data.y;
pointerImg[wpadIdx]->setPosition(posX, posY);
pointerImg[wpadIdx]->setAngle(controller->data.pointerAngle);
pointerValid[wpadIdx] = true;
}
}
void MainWindow::drawDrc(CVideo *video) {
for(uint32_t i = 0; i < drcElements.size(); ++i) {
drcElements[i]->draw(video);
}
for(int32_t i = 0; i < 4; i++) {
if(pointerValid[i]) {
pointerImg[i]->setAlpha(0.5f);
pointerImg[i]->draw(video);
pointerImg[i]->setAlpha(1.0f);
}
}
if(keyboardInstance != NULL) {
keyboardInstance->drawDRC();
}
}
void MainWindow::drawTv(CVideo *video) {
for(uint32_t i = 0; i < tvElements.size(); ++i) {
tvElements[i]->draw(video);
}
for(int32_t i = 0; i < 4; i++) {
if(pointerValid[i]) {
pointerImg[i]->draw(video);
pointerValid[i] = false;
}
}
if(keyboardInstance != NULL) {
keyboardInstance->drawTV();
}
}
void MainWindow::SetupMainView() {
currentTvFrame = new GuiIconGrid(width, height,0, true);
currentTvFrame->setEffect(EFFECT_FADE, 10, 255);
currentTvFrame->setState(GuiElement::STATE_DISABLED);
currentTvFrame->effectFinished.connect(this, &MainWindow::OnOpenEffectFinish);
appendTv(currentTvFrame);
currentDrcFrame = new GuiIconGrid(width, height,0, false);
currentDrcFrame->setEffect(EFFECT_FADE, 10, 255);
currentDrcFrame->setState(GuiElement::STATE_DISABLED);
currentDrcFrame->effectFinished.connect(this, &MainWindow::OnOpenEffectFinish);
if(currentTvFrame != currentDrcFrame) {
currentDrcFrame->setEffect(EFFECT_FADE, 10, 255);
currentDrcFrame->setState(GuiElement::STATE_DISABLED);
currentDrcFrame->effectFinished.connect(this, &MainWindow::OnOpenEffectFinish);
}
//! reconnect only to DRC game selection change
currentTvFrame->gameSelectionChanged.disconnect(this);
currentDrcFrame->gameSelectionChanged.disconnect(this);
currentTvFrame->gameLaunchClicked.disconnect(this);
currentDrcFrame->gameLaunchClicked.disconnect(this);
if(currentTvFrame != currentDrcFrame) {
currentTvFrame->gameSelectionChanged.connect(this, &MainWindow::OnGameSelectionChange);
currentTvFrame->gameLaunchClicked.connect(this, &MainWindow::OnGameLaunch);
}
currentDrcFrame->gameSelectionChanged.connect(this, &MainWindow::OnGameSelectionChange);
currentDrcFrame->gameLaunchClicked.connect(this, &MainWindow::OnGameLaunch);
mainSwitchButtonFrame = new MainDrcButtonsFrame(width, height);
mainSwitchButtonFrame->settingsButtonClicked.connect(this, &MainWindow::OnSettingsButtonClicked);
mainSwitchButtonFrame->layoutSwitchClicked.connect(this, &MainWindow::OnLayoutSwitchClicked);
mainSwitchButtonFrame->gameListFilterClicked.connect(this, &MainWindow::OnGameListFilterButtonClicked);
mainSwitchButtonFrame->setState(GuiElement::STATE_DISABLED);
mainSwitchButtonFrame->setEffect(EFFECT_FADE, 10, 255);
mainSwitchButtonFrame->setState(GuiElement::STATE_DISABLED);
mainSwitchButtonFrame->effectFinished.connect(this, &MainWindow::OnOpenEffectFinish);
appendDrc(currentDrcFrame);
append(mainSwitchButtonFrame);
}
void MainWindow::OnLayoutSwitchClicked(GuiElement *element) {
if(!currentTvFrame || !currentDrcFrame || !mainSwitchButtonFrame) {
return;
}
if(currentTvFrame == currentDrcFrame) {
return;
}
currentTvFrame->setState(GuiElement::STATE_DISABLED);
currentTvFrame->setEffect(EFFECT_FADE, -15, 0);
currentTvFrame->effectFinished.connect(this, &MainWindow::OnLayoutSwitchEffectFinish);
currentDrcFrame->setState(GuiElement::STATE_DISABLED);
currentDrcFrame->setEffect(EFFECT_FADE, -15, 0);
mainSwitchButtonFrame->setState(GuiElement::STATE_DISABLED);
}
void MainWindow::OnGameListFilterButtonClicked(GuiElement *element) {
if(!currentTvFrame || !currentDrcFrame || !mainSwitchButtonFrame) {
return;
}
if(keyboardInstance == NULL) {
keyboardInstance = new KeyboardHelper();
}
if(keyboardInstance->isReady()) {
if(keyboardInstance->openKeyboard()) {
currentTvFrame->setState(GuiElement::STATE_DISABLED);
currentDrcFrame->setState(GuiElement::STATE_DISABLED);
mainSwitchButtonFrame->setState(GuiElement::STATE_DISABLED);
}
}
}
void MainWindow::OnLayoutSwitchEffectFinish(GuiElement *element) {
if(!currentTvFrame || !currentDrcFrame || !mainSwitchButtonFrame)
return;
element->effectFinished.disconnect(this);
remove(currentDrcFrame);
remove(currentTvFrame);
GuiTitleBrowser *tmpElement = currentDrcFrame;
currentDrcFrame = currentTvFrame;
currentTvFrame = tmpElement;
appendTv(currentTvFrame);
appendDrc(currentDrcFrame);
//! re-append on top
append(mainSwitchButtonFrame);
currentTvFrame->resetState();
currentTvFrame->setEffect(EFFECT_FADE, 15, 255);
currentDrcFrame->resetState();
currentDrcFrame->setEffect(EFFECT_FADE, 15, 255);
mainSwitchButtonFrame->clearState(GuiElement::STATE_DISABLED);
//! reconnect only to DRC game selection change
currentTvFrame->gameSelectionChanged.disconnect(this);
currentDrcFrame->gameSelectionChanged.disconnect(this);
currentTvFrame->gameLaunchClicked.disconnect(this);
currentDrcFrame->gameLaunchClicked.disconnect(this);
currentTvFrame->gameSelectionChanged.connect(this, &MainWindow::OnGameSelectionChange);
currentTvFrame->gameLaunchClicked.connect(this, &MainWindow::OnGameLaunch);
currentDrcFrame->gameSelectionChanged.connect(this, &MainWindow::OnGameSelectionChange);
currentDrcFrame->gameLaunchClicked.connect(this, &MainWindow::OnGameLaunch);
}
void MainWindow::OnOpenEffectFinish(GuiElement *element) {
//! once the menu is open reset its state and allow it to be "clicked/hold"
element->effectFinished.disconnect(this);
element->clearState(GuiElement::STATE_DISABLED);
}
void MainWindow::OnCloseEffectFinish(GuiElement *element) {
//! remove element from draw list and push to delete queue
remove(element);
AsyncExecutor::pushForDelete(element);
}
void MainWindow::OnSettingsButtonClicked(GuiElement *element) {
}
void MainWindow::OnGameSelectionChange(GuiTitleBrowser *element, uint64_t selectedIdx) {
if(!currentDrcFrame || !currentTvFrame)
return;
if(element == currentDrcFrame && currentDrcFrame != currentTvFrame) {
currentTvFrame->setSelectedGame(selectedIdx);
} else if(element == currentTvFrame && currentDrcFrame != currentTvFrame) {
currentDrcFrame->setSelectedGame(selectedIdx);
}
}
void MainWindow::OnGameLaunch(GuiTitleBrowser *element, uint64_t selectedIdx) {
}