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ViewController.cpp
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ViewController.cpp
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#include "views/ViewController.h"
#include "Log.h"
#include "SystemData.h"
#include "Settings.h"
#include "views/gamelist/BasicGameListView.h"
#include "views/gamelist/DetailedGameListView.h"
#include "views/gamelist/GridGameListView.h"
#include "guis/GuiMenu.h"
#include "guis/GuiMsgBox.h"
#include "animations/LaunchAnimation.h"
#include "animations/MoveCameraAnimation.h"
#include "animations/LambdaAnimation.h"
ViewController* ViewController::sInstance = NULL;
ViewController* ViewController::get()
{
assert(sInstance);
return sInstance;
}
void ViewController::init(Window* window)
{
assert(!sInstance);
sInstance = new ViewController(window);
}
ViewController::ViewController(Window* window)
: GuiComponent(window), mCurrentView(nullptr), mCamera(Eigen::Affine3f::Identity()), mFadeOpacity(0), mLockInput(false)
{
mState.viewing = NOTHING;
}
ViewController::~ViewController()
{
assert(sInstance == this);
sInstance = NULL;
}
void ViewController::goToStart()
{
// TODO
/* mState.viewing = START_SCREEN;
mCurrentView.reset();
playViewTransition(); */
goToSystemView(SystemData::sSystemVector.at(0));
}
int ViewController::getSystemId(SystemData* system)
{
std::vector<SystemData*>& sysVec = SystemData::sSystemVector;
return std::find(sysVec.begin(), sysVec.end(), system) - sysVec.begin();
}
void ViewController::goToSystemView(SystemData* system)
{
mState.viewing = SYSTEM_SELECT;
mState.system = system;
auto systemList = getSystemListView();
systemList->setPosition(getSystemId(system) * (float)Renderer::getScreenWidth(), systemList->getPosition().y());
systemList->goToSystem(system, false);
mCurrentView = systemList;
playViewTransition();
}
void ViewController::goToNextGameList()
{
assert(mState.viewing == GAME_LIST);
SystemData* system = getState().getSystem();
assert(system);
goToGameList(system->getNext());
}
void ViewController::goToPrevGameList()
{
assert(mState.viewing == GAME_LIST);
SystemData* system = getState().getSystem();
assert(system);
goToGameList(system->getPrev());
}
void ViewController::goToGameList(SystemData* system)
{
if(mState.viewing == SYSTEM_SELECT)
{
// move system list
auto sysList = getSystemListView();
float offX = sysList->getPosition().x();
int sysId = getSystemId(system);
sysList->setPosition(sysId * (float)Renderer::getScreenWidth(), sysList->getPosition().y());
offX = sysList->getPosition().x() - offX;
mCamera.translation().x() -= offX;
}
mState.viewing = GAME_LIST;
mState.system = system;
mCurrentView = getGameListView(system);
playViewTransition();
}
void ViewController::playViewTransition()
{
Eigen::Vector3f target(Eigen::Vector3f::Identity());
if(mCurrentView)
target = mCurrentView->getPosition();
// no need to animate, we're not going anywhere (probably goToNextGamelist() or goToPrevGamelist() when there's only 1 system)
if(target == -mCamera.translation() && !isAnimationPlaying(0))
return;
if(Settings::getInstance()->getString("TransitionStyle") == "fade")
{
// fade
// stop whatever's currently playing, leaving mFadeOpacity wherever it is
cancelAnimation(0);
auto fadeFunc = [this](float t) {
mFadeOpacity = lerp<float>(0, 1, t);
};
const static int FADE_DURATION = 240; // fade in/out time
const static int FADE_WAIT = 320; // time to wait between in/out
setAnimation(new LambdaAnimation(fadeFunc, FADE_DURATION), 0, [this, fadeFunc, target] {
this->mCamera.translation() = -target;
updateHelpPrompts();
setAnimation(new LambdaAnimation(fadeFunc, FADE_DURATION), FADE_WAIT, nullptr, true);
});
// fast-forward animation if we're partway faded
if(target == -mCamera.translation())
{
// not changing screens, so cancel the first half entirely
advanceAnimation(0, FADE_DURATION);
advanceAnimation(0, FADE_WAIT);
advanceAnimation(0, FADE_DURATION - (int)(mFadeOpacity * FADE_DURATION));
}else{
advanceAnimation(0, (int)(mFadeOpacity * FADE_DURATION));
}
}else{
// slide
setAnimation(new MoveCameraAnimation(mCamera, target));
updateHelpPrompts(); // update help prompts immediately
}
}
void ViewController::onFileChanged(FileData* file, FileChangeType change)
{
auto it = mGameListViews.find(file->getSystem());
if(it != mGameListViews.end())
it->second->onFileChanged(file, change);
}
void ViewController::launch(FileData* game, Eigen::Vector3f center)
{
if(game->getType() != GAME)
{
LOG(LogError) << "tried to launch something that isn't a game";
return;
}
Eigen::Affine3f origCamera = mCamera;
origCamera.translation() = -mCurrentView->getPosition();
center += mCurrentView->getPosition();
stopAnimation(1); // make sure the fade in isn't still playing
mLockInput = true;
if(Settings::getInstance()->getString("TransitionStyle") == "fade")
{
// fade out, launch game, fade back in
auto fadeFunc = [this](float t) {
//t -= 1;
//mFadeOpacity = lerp<float>(0.0f, 1.0f, t*t*t + 1);
mFadeOpacity = lerp<float>(0.0f, 1.0f, t);
};
setAnimation(new LambdaAnimation(fadeFunc, 800), 0, [this, game, fadeFunc]
{
game->getSystem()->launchGame(mWindow, game);
mLockInput = false;
setAnimation(new LambdaAnimation(fadeFunc, 800), 0, nullptr, true);
this->onFileChanged(game, FILE_METADATA_CHANGED);
});
}else{
// move camera to zoom in on center + fade out, launch game, come back in
setAnimation(new LaunchAnimation(mCamera, mFadeOpacity, center, 1500), 0, [this, origCamera, center, game]
{
game->getSystem()->launchGame(mWindow, game);
mCamera = origCamera;
mLockInput = false;
setAnimation(new LaunchAnimation(mCamera, mFadeOpacity, center, 600), 0, nullptr, true);
this->onFileChanged(game, FILE_METADATA_CHANGED);
});
}
}
std::shared_ptr<IGameListView> ViewController::getGameListView(SystemData* system)
{
//if we already made one, return that one
auto exists = mGameListViews.find(system);
if(exists != mGameListViews.end())
return exists->second;
//if we didn't, make it, remember it, and return it
std::shared_ptr<IGameListView> view;
//decide type
bool detailed = false;
std::vector<FileData*> files = system->getRootFolder()->getFilesRecursive(GAME | FOLDER, false);
for(auto it = files.begin(); it != files.end(); it++)
{
if(!(*it)->getThumbnailPath().empty())
{
detailed = true;
break;
}
}
if(detailed)
view = std::shared_ptr<IGameListView>(new DetailedGameListView(mWindow, system->getRootFolder()));
else
view = std::shared_ptr<IGameListView>(new BasicGameListView(mWindow, system->getRootFolder()));
// uncomment for experimental "image grid" view
//view = std::shared_ptr<IGameListView>(new GridGameListView(mWindow, system->getRootFolder()));
view->setTheme(system->getTheme());
std::vector<SystemData*>& sysVec = SystemData::sSystemVector;
int id = std::find(sysVec.begin(), sysVec.end(), system) - sysVec.begin();
view->setPosition(id * (float)Renderer::getScreenWidth(), (float)Renderer::getScreenHeight() * 2);
addChild(view.get());
mGameListViews[system] = view;
return view;
}
std::shared_ptr<SystemView> ViewController::getSystemListView()
{
//if we already made one, return that one
if(mSystemListView)
return mSystemListView;
mSystemListView = std::shared_ptr<SystemView>(new SystemView(mWindow));
addChild(mSystemListView.get());
mSystemListView->setPosition(0, (float)Renderer::getScreenHeight());
return mSystemListView;
}
bool ViewController::input(InputConfig* config, Input input)
{
if(mLockInput)
return true;
// open menu
if(config->isMappedTo("start", input) && input.value != 0)
{
// open menu
mWindow->pushGui(new GuiMenu(mWindow));
return true;
}
if(mCurrentView)
return mCurrentView->input(config, input);
return false;
}
void ViewController::update(int deltaTime)
{
if(mCurrentView)
{
mCurrentView->update(deltaTime);
}
updateSelf(deltaTime);
}
void ViewController::render(const Eigen::Affine3f& parentTrans)
{
Eigen::Affine3f trans = mCamera * parentTrans;
// camera position, position + size
Eigen::Vector3f viewStart = trans.inverse().translation();
Eigen::Vector3f viewEnd = trans.inverse() * Eigen::Vector3f((float)Renderer::getScreenWidth(), (float)Renderer::getScreenHeight(), 0);
// draw systemview
getSystemListView()->render(trans);
// draw gamelists
for(auto it = mGameListViews.begin(); it != mGameListViews.end(); it++)
{
// clipping
Eigen::Vector3f guiStart = it->second->getPosition();
Eigen::Vector3f guiEnd = it->second->getPosition() + Eigen::Vector3f(it->second->getSize().x(), it->second->getSize().y(), 0);
if(guiEnd.x() >= viewStart.x() && guiEnd.y() >= viewStart.y() &&
guiStart.x() <= viewEnd.x() && guiStart.y() <= viewEnd.y())
it->second->render(trans);
}
if(mWindow->peekGui() == this)
mWindow->renderHelpPromptsEarly();
// fade out
if(mFadeOpacity)
{
Renderer::setMatrix(parentTrans);
Renderer::drawRect(0, 0, Renderer::getScreenWidth(), Renderer::getScreenHeight(), 0x00000000 | (unsigned char)(mFadeOpacity * 255));
}
}
void ViewController::preload()
{
for(auto it = SystemData::sSystemVector.begin(); it != SystemData::sSystemVector.end(); it++)
{
getGameListView(*it);
}
}
void ViewController::reloadGameListView(IGameListView* view, bool reloadTheme)
{
for(auto it = mGameListViews.begin(); it != mGameListViews.end(); it++)
{
if(it->second.get() == view)
{
bool isCurrent = (mCurrentView == it->second);
SystemData* system = it->first;
FileData* cursor = view->getCursor();
mGameListViews.erase(it);
if(reloadTheme)
system->loadTheme();
std::shared_ptr<IGameListView> newView = getGameListView(system);
newView->setCursor(cursor);
if(isCurrent)
mCurrentView = newView;
break;
}
}
}
void ViewController::reloadAll()
{
std::map<SystemData*, FileData*> cursorMap;
for(auto it = mGameListViews.begin(); it != mGameListViews.end(); it++)
{
cursorMap[it->first] = it->second->getCursor();
}
mGameListViews.clear();
for(auto it = cursorMap.begin(); it != cursorMap.end(); it++)
{
it->first->loadTheme();
getGameListView(it->first)->setCursor(it->second);
}
mSystemListView.reset();
getSystemListView();
// update mCurrentView since the pointers changed
if(mState.viewing == GAME_LIST)
{
mCurrentView = getGameListView(mState.getSystem());
}else if(mState.viewing == SYSTEM_SELECT)
{
mSystemListView->goToSystem(mState.getSystem(), false);
mCurrentView = mSystemListView;
}else{
goToSystemView(SystemData::sSystemVector.front());
}
updateHelpPrompts();
}
std::vector<HelpPrompt> ViewController::getHelpPrompts()
{
std::vector<HelpPrompt> prompts;
if(!mCurrentView)
return prompts;
prompts = mCurrentView->getHelpPrompts();
prompts.push_back(HelpPrompt("start", "menu"));
return prompts;
}
HelpStyle ViewController::getHelpStyle()
{
if(!mCurrentView)
return GuiComponent::getHelpStyle();
return mCurrentView->getHelpStyle();
}