Example #1
0
void GuiGameList::onInput(InputManager::InputButton button, bool keyDown)
{
	if(button == InputManager::BUTTON1 && mFolder->getFileCount() > 0)
	{
		if(!keyDown)
		{
			FileData* file = mList->getSelectedObject();
			if(file->isFolder())
			{
				//set current directory to this or something
				mFolderStack.push(mFolder);
				mFolder = (FolderData*)file;
				updateList();
			}else{
				mSystem->launchGame((GameData*)file);
			}
		}
	}

	if(button == InputManager::BUTTON2 && keyDown && mFolderStack.size())
	{
		mFolder = mFolderStack.top();
		mFolderStack.pop();
		updateList();
	}

	if(button == InputManager::RIGHT && keyDown)
	{
		setSystemId(mSystemId + 1);
	}
	if(button == InputManager::LEFT && keyDown)
	{
		setSystemId(mSystemId - 1);
	}

	if(button == InputManager::MENU && keyDown)
	{
		new GuiMenu(this);
	}

	if(mDetailed)
	{
		if(!keyDown && (button == InputManager::UP || button == InputManager::DOWN))
		{
			if(mList->getSelectedObject() && !mList->getSelectedObject()->isFolder())
			{
				mScreenshot->setImage(((GameData*)mList->getSelectedObject())->getImagePath());
			}else{
				mScreenshot->setImage("");
			}
		}
	}
}
Example #2
0
void GuiGameList::updateList()
{
	if(mDetailed)
		mScreenshot->setImage("");

	mList->clear();

	for(unsigned int i = 0; i < mFolder->getFileCount(); i++)
	{
		FileData* file = mFolder->getFile(i);

		if(file->isFolder())
			mList->addObject(file->getName(), file, 0x00C000);
		else
			mList->addObject(file->getName(), file);
	}
}
Example #3
0
void GuiGameList::input(InputConfig* config, Input input)
{
	mList->input(config, input);

	if(config->isMappedTo("a", input) && mFolder->getFileCount() > 0 && input.value != 0)
	{
		//play select sound
		mTheme->getSound("menuSelect")->play();

		FileData* file = mList->getSelectedObject();
		if(file->isFolder()) //if you selected a folder, add this directory to the stack, and use the selected one
		{
			mFolderStack.push(mFolder);
			mFolder = (FolderData*)file;
			updateList();
		}else{
			mList->stopScrolling();

			//wait for the sound to finish or we'll never hear it...
			while(mTheme->getSound("menuSelect")->isPlaying());

			mSystem->launchGame(mWindow, (GameData*)file);
			return;
		}
	}

	//if there's something on the directory stack, return to it
	if(config->isMappedTo("b", input) && input.value != 0 && mFolderStack.size())
	{
		mFolder = mFolderStack.top();
		mFolderStack.pop();
		updateList();
		updateDetailData();

		//play the back sound
		mTheme->getSound("menuBack")->play();
	}

	//only allow switching systems if more than one exists (otherwise it'll reset your position when you switch and it's annoying)
	if(SystemData::sSystemVector.size() > 1 && input.value != 0)
	{
		if(config->isMappedTo("right", input))
		{
			setSystemId(mSystemId + 1);
		}
		if(config->isMappedTo("left", input))
		{
			setSystemId(mSystemId - 1);
		}
	}

	//open the "start menu"
	if(config->isMappedTo("menu", input) && input.value != 0)
	{
		mWindow->pushGui(new GuiMenu(mWindow, this));
	}

	//open the fast select menu
	if(config->isMappedTo("select", input) && input.value != 0)
	{
		mWindow->pushGui(new GuiFastSelect(mWindow, this, mList, mList->getSelectedObject()->getName()[0], mTheme->getBoxData(), mTheme->getColor("fastSelect"), mTheme->getSound("menuScroll"), mTheme->getFastSelectFont()));
	}

	if(mDetailed)
	{
		if(config->isMappedTo("up", input) || config->isMappedTo("down", input) || config->isMappedTo("pageup", input) || config->isMappedTo("pagedown", input))
		{
			if(input.value == 0)
				updateDetailData();
			else
				clearDetailData();
		}
	}
}