Initial commit. Needs debugging.

This commit is contained in:
J-D-K
2026-03-20 12:41:04 -04:00
parent d39fd80a20
commit 347f1bc75f
112 changed files with 1331 additions and 1109 deletions

View File

@@ -5,8 +5,9 @@
#include "appstates/MainMenuState.hpp"
#include "appstates/TitleOptionState.hpp"
#include "config/config.hpp"
#include "graphics/ScopedRender.hpp"
#include "graphics/colors.hpp"
#include "input.hpp"
#include "graphics/targets.hpp"
#include "logging/logger.hpp"
#include "sdl.hpp"
#include "strings/strings.hpp"
@@ -24,21 +25,23 @@ namespace
TitleSelectState::TitleSelectState(data::User *user)
: TitleSelectCommon()
, m_user(user)
, m_renderTarget(sdl::TextureManager::load(SECONDARY_TARGET, 1080, 555, SDL_TEXTUREACCESS_TARGET))
, m_renderTarget(sdl2::TextureManager::create_load_resource(graphics::targets::names::SECONDARY,
graphics::targets::dims::SECONDARY_WIDTH,
graphics::targets::dims::SECONDARY_HEIGHT,
SDL_TEXTUREACCESS_TARGET))
, m_titleView(ui::TitleView::create(m_user)) {};
// ---- Public functions ----
void TitleSelectState::update()
void TitleSelectState::update(const sdl2::Input &input)
{
if (!TitleSelectState::title_count_check()) { return; }
const bool hasFocus = BaseState::has_focus();
const bool aPressed = input::button_pressed(HidNpadButton_A);
const bool bPressed = input::button_pressed(HidNpadButton_B);
const bool xPressed = input::button_pressed(HidNpadButton_X);
const bool yPressed = input::button_pressed(HidNpadButton_Y);
const bool aPressed = input.button_pressed(HidNpadButton_A);
const bool bPressed = input.button_pressed(HidNpadButton_B);
const bool xPressed = input.button_pressed(HidNpadButton_X);
const bool yPressed = input.button_pressed(HidNpadButton_Y);
if (aPressed) { TitleSelectState::create_backup_menu(); }
else if (xPressed) { TitleSelectState::create_title_option_menu(); }
@@ -49,18 +52,26 @@ void TitleSelectState::update()
return;
}
m_titleView->update(hasFocus);
sm_controlGuide->update(hasFocus);
m_titleView->update(input, hasFocus);
sm_controlGuide->update(input, hasFocus);
}
void TitleSelectState::render()
void TitleSelectState::render(sdl2::Renderer &renderer)
{
// Grab focus status.
const bool hasFocus = BaseState::has_focus();
m_renderTarget->clear(colors::TRANSPARENT);
m_titleView->render(m_renderTarget, hasFocus);
sm_controlGuide->render(sdl::Texture::Null, hasFocus);
m_renderTarget->render(sdl::Texture::Null, 201, 91);
{
// Set target, clear.
graphics::ScopedRender scopedRender{renderer, m_renderTarget};
renderer.frame_begin(colors::TRANSPARENT);
// Render view.
m_titleView->render(renderer, hasFocus);
}
m_renderTarget->render(201, 91);
sm_controlGuide->render(renderer, hasFocus);
}
void TitleSelectState::refresh() { m_titleView->refresh(); }