Beispiel #1
0
void MainWindow::SetupMainView()
{

    DrcFrame =  new MainWindowDRC(width,height);
    TvFrame =  new MainWindowTV(width,height);
    //TvFrame =  DrcFrame;
    appendTv(TvFrame);
    appendDrc(DrcFrame);
}
Beispiel #2
0
void MainWindow::OnLayoutSwitchEffectFinish(GuiElement *element)
{
    if(!currentTvFrame || !currentDrcFrame || !mainSwitchButtonFrame)
        return;

    element->effectFinished.disconnect(this);
    remove(currentDrcFrame);
    remove(currentTvFrame);

    GuiGameBrowser *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::OnGameLaunchMenu);
    currentDrcFrame->gameSelectionChanged.connect(this, &MainWindow::OnGameSelectionChange);
    currentDrcFrame->gameLaunchClicked.connect(this, &MainWindow::OnGameLaunchMenu);

    u8 tmpMode = CSettings::getValueAsU8(CSettings::GameViewModeDrc);

    CSettings::setValueAsU8(CSettings::GameViewModeDrc, CSettings::getValueAsU8(CSettings::GameViewModeTv));
    CSettings::setValueAsU8(CSettings::GameViewModeTv, tmpMode);
}
Beispiel #3
0
void MainWindow::SetupMainView()
{
    if(CSettings::getValueAsU16(CSettings::GameStartIndex) > GameList::instance()->size())
        CSettings::setValueAsU16(CSettings::GameStartIndex,0);

    switch(CSettings::getValueAsU8(CSettings::GameViewModeTv))
    {
        case VIEW_ICON_GRID: {
            currentTvFrame = new GuiIconGrid(width, height,(int)CSettings::getValueAsU16(CSettings::GameStartIndex));
            break;
        }
        default:
        case VIEW_ICON_CAROUSEL: {
            currentTvFrame = new GuiIconCarousel(width, height,(int)CSettings::getValueAsU16(CSettings::GameStartIndex));
            break;
        }
        case VIEW_COVER_CAROUSEL: {
            currentTvFrame = new GuiGameCarousel(width, height,(int)CSettings::getValueAsU16(CSettings::GameStartIndex));
            break;
        }
    }

    currentTvFrame->setEffect(EFFECT_FADE, 10, 255);
    currentTvFrame->setState(GuiElement::STATE_DISABLED);
    currentTvFrame->effectFinished.connect(this, &MainWindow::OnOpenEffectFinish);
    appendTv(currentTvFrame);

    if(CSettings::getValueAsU8(CSettings::GameViewModeDrc) == CSettings::getValueAsU8(CSettings::GameViewModeTv))
    {
        currentDrcFrame = currentTvFrame;
    }
    else
    {
        switch(CSettings::getValueAsU8(CSettings::GameViewModeDrc))
        {
            default:
            case VIEW_ICON_GRID: {
                currentDrcFrame = new GuiIconGrid(width, height,(int)CSettings::getValueAsU16(CSettings::GameStartIndex));
                break;
            }
            case VIEW_ICON_CAROUSEL: {
                currentDrcFrame = new GuiIconCarousel(width, height,(int)CSettings::getValueAsU16(CSettings::GameStartIndex));
                break;
            }
            case VIEW_COVER_CAROUSEL: {
                currentDrcFrame = new GuiGameCarousel(width, height,(int)CSettings::getValueAsU16(CSettings::GameStartIndex));
                break;
            }
        }
    }

    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::OnGameLaunchMenu);
    }

    currentDrcFrame->gameSelectionChanged.connect(this, &MainWindow::OnGameSelectionChange);
    currentDrcFrame->gameLaunchClicked.connect(this, &MainWindow::OnGameLaunchMenu);

    mainSwitchButtonFrame = new MainDrcButtonsFrame(width, height);
    mainSwitchButtonFrame->settingsButtonClicked.connect(this, &MainWindow::OnSettingsButtonClicked);
    mainSwitchButtonFrame->layoutSwitchClicked.connect(this, &MainWindow::OnLayoutSwitchClicked);
    mainSwitchButtonFrame->gameImageDownloadClicked.connect(this, &MainWindow::OnImageDownloadClicked);
    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);
}