Files
ppsspp/UI/MainScreen.cpp
2013-06-10 22:06:51 +02:00

227 lines
6.7 KiB
C++

// Copyright (c) 2013- PPSSPP Project.
// 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, version 2.0 or later versions.
// 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 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include "base/colorutil.h"
#include "base/timeutil.h"
#include "math/curves.h"
#include "ui/ui_context.h"
#include "ui/view.h"
#include "ui/viewgroup.h"
#include "UI/EmuScreen.h"
#include "UI/MainScreen.h"
#include "UI/GameScreen.h"
#include "UI/MenuScreens.h"
#include "UI/GameInfoCache.h"
#include "UI/ui_atlas.h"
#include "Core/Config.h"
class GameButton : public UI::Clickable {
public:
GameButton(const std::string &gamePath, UI::LayoutParams *layoutParams = 0)
: UI::Clickable(layoutParams), gamePath_(gamePath) {}
virtual void Draw(UIContext &dc);
virtual void GetContentDimensions(const UIContext &dc, float &w, float &h) const {
w = 144;
h = 80;
}
const std::string &GamePath() const { return gamePath_; }
private:
std::string gamePath_;
};
void GameButton::Draw(UIContext &dc) {
GameInfo *ginfo = g_gameInfoCache.GetInfo(gamePath_, false);
Texture *texture = 0;
u32 color = 0;
if (ginfo->iconTexture) {
texture = ginfo->iconTexture;
} else {
return;
}
int x = bounds_.x;
int y = bounds_.y;
int w = bounds_.w;
int h = bounds_.h;
if (texture) {
color = whiteAlpha(ease((time_now_d() - ginfo->timeIconWasLoaded) * 2));
float tw = texture->Width();
float th = texture->Height();
// Adjust position so we don't stretch the image vertically or horizontally.
// TODO: Add a param to specify fit? The below assumes it's never too wide.
float nw = h * tw / th;
x += (w - nw) / 2.0f;
w = nw;
}
int txOffset = down_ ? 4 : 0;
// Render button
int dropsize = 10;
if (texture) {
if (txOffset) {
dropsize = 3;
y += txOffset * 2;
}
dc.Draw()->DrawImage4Grid(I_DROP_SHADOW, x - dropsize, y, x+w + dropsize, y+h+dropsize*1.5, alphaMul(color, 0.5f), 1.0f);
dc.Draw()->Flush();
}
if (texture) {
texture->Bind(0);
dc.Draw()->DrawTexRect(x, y, x+w, y+h, 0, 0, 1, 1, color);
dc.Draw()->Flush();
} else {
dc.FillRect(dc.theme->buttonStyle.background, bounds_);
dc.Draw()->Flush();
Texture::Unbind();
}
dc.RebindTexture();
}
class GameBrowser : public UI::GridLayout {
public:
GameBrowser(std::string path, bool allowBrowsing, UI::LayoutParams *layoutParams = 0)
: UI::GridLayout(UI::GridLayoutSettings(150, 85), layoutParams), path_(path), allowBrowsing_(allowBrowsing) {
Refresh();
}
UI::Event OnChoice;
virtual void Update(const InputState &input_state) {
UI::GridLayout::Update(input_state);
OnChoice.Update();
}
private:
void Refresh();
UI::EventReturn GameButtonClick(UI::EventParams &e);
bool allowBrowsing_;
std::string path_;
};
void GameBrowser::Refresh() {
// Kill all the buttons
for (size_t i = 0; i < views_.size(); i++) {
delete views_[i];
}
views_.clear();
// Find games in the current directory and create new ones.
std::vector<std::string> games;
if (path_ == "<RECENT>")
games = g_Config.recentIsos;
else {
std::vector<FileInfo> fileInfo;
getFilesInDir(path_.c_str(), &fileInfo);
for (size_t i = 0; i < fileInfo.size(); i++) {
games.push_back(fileInfo[i].fullName);
}
}
for (size_t i = 0; i < games.size(); i++) {
Add(new GameButton(games[i]))->OnClick.Handle(this, &GameBrowser::GameButtonClick);
}
}
UI::EventReturn GameBrowser::GameButtonClick(UI::EventParams &e) {
GameButton *button = static_cast<GameButton *>(e.v);
UI::EventParams e2;
e2.s = button->GamePath();
// Insta-update - here we know we are already on the right thread.
OnChoice.Trigger(e2);
return UI::EVENT_DONE;
}
void MainScreen::CreateViews() {
// Information in the top left.
// Back button to the bottom left.
// Scrolling action menu to the right.
using namespace UI;
Margins actionMenuMargins(0, 100, 15, 0);
root_ = new LinearLayout(ORIENT_HORIZONTAL);
TabHolder *leftColumn = new TabHolder(ORIENT_HORIZONTAL, 64, new LinearLayoutParams(1.0));
root_->Add(leftColumn);
GameBrowser *tabRecentGames = new GameBrowser("<RECENT>", false);
GameBrowser *tabAllGames = new GameBrowser(g_Config.currentDirectory, true);
GameBrowser *tabHomebrew = new GameBrowser(g_Config.memCardDirectory + "PSP/GAME/", false);
leftColumn->AddTab("Recent", tabRecentGames);
leftColumn->AddTab("Games", tabAllGames);
leftColumn->AddTab("Homebrew & Demos", tabHomebrew);
tabRecentGames->OnChoice.Handle(this, &MainScreen::OnGameSelected);
tabAllGames->OnChoice.Handle(this, &MainScreen::OnGameSelected);
tabHomebrew->OnChoice.Handle(this, &MainScreen::OnGameSelected);
/*
if (info) {
texvGameIcon_ = leftColumn->Add(new TextureView(0, IS_DEFAULT, new AnchorLayoutParams(144 * 2, 80 * 2, 10, 10, NONE, NONE)));
tvTitle_ = leftColumn->Add(new TextView(0, info->title, ALIGN_LEFT, 1.0f, new AnchorLayoutParams(10, 200, NONE, NONE)));
tvGameSize_ = leftColumn->Add(new TextView(0, "...", ALIGN_LEFT, 1.0f, new AnchorLayoutParams(10, 250, NONE, NONE)));
tvSaveDataSize_ = leftColumn->Add(new TextView(0, "...", ALIGN_LEFT, 1.0f, new AnchorLayoutParams(10, 290, NONE, NONE)));
}
*/
ViewGroup *rightColumn = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(300, FILL_PARENT, actionMenuMargins));
root_->Add(rightColumn);
ViewGroup *rightColumnItems = new LinearLayout(ORIENT_VERTICAL);
rightColumn->Add(rightColumnItems);
rightColumnItems->Add(new Choice("Settings"))->OnClick.Handle(this, &MainScreen::OnSettings);
rightColumnItems->Add(new Choice("Credits"))->OnClick.Handle(this, &MainScreen::OnCredits);
rightColumnItems->Add(new Choice("Support PPSSPP"))->OnClick.Handle(this, &MainScreen::OnSupport);
}
void DrawBackground(float alpha);
void MainScreen::DrawBackground(UIContext &dc) {
::DrawBackground(1.0f);
dc.Flush();
}
UI::EventReturn MainScreen::OnGameSelected(UI::EventParams &e) {
screenManager()->switchScreen(new GameScreen(e.s));
return UI::EVENT_DONE;
}
UI::EventReturn MainScreen::OnSettings(UI::EventParams &e) {
screenManager()->push(new SettingsScreen());
return UI::EVENT_DONE;
}
UI::EventReturn MainScreen::OnCredits(UI::EventParams &e) {
screenManager()->push(new CreditsScreen());
return UI::EVENT_DONE;
}
UI::EventReturn MainScreen::OnSupport(UI::EventParams &e) {
return UI::EVENT_DONE;
}