ES-DE/es-core/src/GuiComponent.cpp

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//
// GuiComponent.cpp
//
// Basic GUI component handling such as placement, rotation, Z-order, rendering and animation.
//
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#include "GuiComponent.h"
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#include "animations/Animation.h"
#include "animations/AnimationController.h"
#include "renderers/Renderer.h"
#include "Log.h"
#include "ThemeData.h"
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#include "Window.h"
#include <algorithm>
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GuiComponent::GuiComponent(Window* window)
: mWindow(window),
mParent(nullptr),
mOpacity(255),
mPosition(Vector3f::Zero()),
mOrigin(Vector2f::Zero()),
mRotationOrigin(0.5, 0.5),
mSize(Vector2f::Zero()),
mTransform(Transform4x4f::Identity()),
mIsProcessing(false),
mVisible(true)
{
for (unsigned char i = 0; i < MAX_ANIMATIONS; i++)
mAnimationMap[i] = nullptr;
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}
GuiComponent::~GuiComponent()
{
mWindow->removeGui(this);
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cancelAllAnimations();
if (mParent)
mParent->removeChild(this);
for (unsigned int i = 0; i < getChildCount(); i++)
getChild(i)->setParent(nullptr);
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}
bool GuiComponent::input(InputConfig* config, Input input)
{
for (unsigned int i = 0; i < getChildCount(); i++) {
if (getChild(i)->input(config, input))
return true;
}
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return false;
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}
void GuiComponent::updateSelf(int deltaTime)
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{
for (unsigned char i = 0; i < MAX_ANIMATIONS; i++)
advanceAnimation(i, deltaTime);
}
void GuiComponent::updateChildren(int deltaTime)
{
for (unsigned int i = 0; i < getChildCount(); i++)
getChild(i)->update(deltaTime);
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}
void GuiComponent::update(int deltaTime)
{
updateSelf(deltaTime);
updateChildren(deltaTime);
}
void GuiComponent::render(const Transform4x4f& parentTrans)
{
if (!isVisible())
return;
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Transform4x4f trans = parentTrans * getTransform();
renderChildren(trans);
}
void GuiComponent::renderChildren(const Transform4x4f& transform) const
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{
for (unsigned int i = 0; i < getChildCount(); i++)
getChild(i)->render(transform);
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}
Vector3f GuiComponent::getPosition() const
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{
return mPosition;
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}
void GuiComponent::setPosition(float x, float y, float z)
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{
mPosition = Vector3f(x, y, z);
onPositionChanged();
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}
Vector2f GuiComponent::getOrigin() const
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{
return mOrigin;
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}
void GuiComponent::setOrigin(float x, float y)
{
mOrigin = Vector2f(x, y);
onOriginChanged();
}
Vector2f GuiComponent::getRotationOrigin() const
{
return mRotationOrigin;
}
void GuiComponent::setRotationOrigin(float x, float y)
{
mRotationOrigin = Vector2f(x, y);
}
Vector2f GuiComponent::getSize() const
{
return mSize;
}
void GuiComponent::setSize(float w, float h)
{
mSize = Vector2f(w, h);
onSizeChanged();
}
float GuiComponent::getRotation() const
{
return mRotation;
}
void GuiComponent::setRotation(float rotation)
{
mRotation = rotation;
}
float GuiComponent::getScale() const
{
return mScale;
}
void GuiComponent::setScale(float scale)
{
mScale = scale;
}
float GuiComponent::getZIndex() const
{
return mZIndex;
}
void GuiComponent::setZIndex(float z)
{
mZIndex = z;
}
float GuiComponent::getDefaultZIndex() const
{
return mDefaultZIndex;
}
void GuiComponent::setDefaultZIndex(float z)
{
mDefaultZIndex = z;
}
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bool GuiComponent::isVisible() const
{
return mVisible;
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}
void GuiComponent::setVisible(bool visible)
{
mVisible = visible;
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}
Vector2f GuiComponent::getCenter() const
{
return Vector2f(mPosition.x() - (getSize().x() * mOrigin.x()) + getSize().x() / 2,
mPosition.y() - (getSize().y() * mOrigin.y()) + getSize().y() / 2);
}
// Children stuff.
void GuiComponent::addChild(GuiComponent* cmp)
{
mChildren.push_back(cmp);
if (cmp->getParent())
cmp->getParent()->removeChild(cmp);
cmp->setParent(this);
}
void GuiComponent::removeChild(GuiComponent* cmp)
{
if (!cmp->getParent())
return;
if (cmp->getParent() != this)
LOG(LogError) << "Tried to remove child from incorrect parent!";
cmp->setParent(nullptr);
for (auto i = mChildren.cbegin(); i != mChildren.cend(); i++) {
if (*i == cmp) {
mChildren.erase(i);
return;
}
}
}
void GuiComponent::clearChildren()
{
mChildren.clear();
}
void GuiComponent::sortChildren()
{
std::stable_sort(mChildren.begin(), mChildren.end(), [](GuiComponent* a, GuiComponent* b) {
return b->getZIndex() > a->getZIndex();
});
}
unsigned int GuiComponent::getChildCount() const
{
return (int)mChildren.size();
}
GuiComponent* GuiComponent::getChild(unsigned int i) const
{
return mChildren.at(i);
}
void GuiComponent::setParent(GuiComponent* parent)
{
mParent = parent;
}
GuiComponent* GuiComponent::getParent() const
{
return mParent;
}
unsigned char GuiComponent::getOpacity() const
{
return mOpacity;
}
void GuiComponent::setOpacity(unsigned char opacity)
{
mOpacity = opacity;
for (auto it = mChildren.cbegin(); it != mChildren.cend(); it++)
(*it)->setOpacity(opacity);
}
void GuiComponent::setColor(unsigned int color)
{
mColor = color;
mColorOpacity = mColor & 0x000000FF;
}
void GuiComponent::setColorShift(unsigned int color)
{
mColorShift = color;
mColorShiftEnd = color;
}
unsigned int GuiComponent::getColor() const
{
return mColor;
}
const Transform4x4f& GuiComponent::getTransform()
{
mTransform = Transform4x4f::Identity();
mTransform.translate(mPosition);
if (mScale != 1.0)
mTransform.scale(mScale);
if (mRotation != 0.0) {
// Calculate offset as difference between origin and rotation origin
Vector2f rotationSize = getRotationSize();
float xOff = (mOrigin.x() - mRotationOrigin.x()) * rotationSize.x();
float yOff = (mOrigin.y() - mRotationOrigin.y()) * rotationSize.y();
// Transform to offset point
if (xOff != 0.0 || yOff != 0.0)
mTransform.translate(Vector3f(xOff * -1, yOff * -1, 0.0f));
// Apply rotation transform
mTransform.rotateZ(mRotation);
// Tranform back to original point
if (xOff != 0.0 || yOff != 0.0)
mTransform.translate(Vector3f(xOff, yOff, 0.0f));
}
mTransform.translate(Vector3f(mOrigin.x() * mSize.x() * -1,
mOrigin.y() * mSize.y() * -1, 0.0f));
return mTransform;
}
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void GuiComponent::setValue(const std::string& /*value*/)
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{
}
std::string GuiComponent::getValue() const
{
return "";
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}
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void GuiComponent::textInput(const char* text)
{
for (auto iter = mChildren.cbegin(); iter != mChildren.cend(); iter++)
(*iter)->textInput(text);
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}
void GuiComponent::setAnimation(Animation* anim, int delay,
std::function<void()> finishedCallback, bool reverse, unsigned char slot)
{
assert(slot < MAX_ANIMATIONS);
AnimationController* oldAnim = mAnimationMap[slot];
mAnimationMap[slot] = new AnimationController(anim, delay, finishedCallback, reverse);
if (oldAnim)
delete oldAnim;
}
bool GuiComponent::stopAnimation(unsigned char slot)
{
assert(slot < MAX_ANIMATIONS);
if (mAnimationMap[slot]) {
delete mAnimationMap[slot];
mAnimationMap[slot] = nullptr;
return true;
}
else {
return false;
}
}
bool GuiComponent::cancelAnimation(unsigned char slot)
{
assert(slot < MAX_ANIMATIONS);
if (mAnimationMap[slot]) {
mAnimationMap[slot]->removeFinishedCallback();
delete mAnimationMap[slot];
mAnimationMap[slot] = nullptr;
return true;
}
else {
return false;
}
}
bool GuiComponent::finishAnimation(unsigned char slot)
{
assert(slot < MAX_ANIMATIONS);
if (mAnimationMap[slot]) {
// Skip to animation's end
const bool done = mAnimationMap[slot]->update(mAnimationMap[slot]->
getAnimation()->getDuration() - mAnimationMap[slot]->getTime());
assert(done);
delete mAnimationMap[slot]; // Will also call finishedCallback
mAnimationMap[slot] = nullptr;
return true;
}
else {
return false;
}
}
bool GuiComponent::advanceAnimation(unsigned char slot, unsigned int time)
{
assert(slot < MAX_ANIMATIONS);
AnimationController* anim = mAnimationMap[slot];
if (anim) {
bool done = anim->update(time);
if (done) {
mAnimationMap[slot] = nullptr;
delete anim;
}
return true;
}
else {
return false;
}
}
void GuiComponent::stopAllAnimations()
{
for (unsigned char i = 0; i < MAX_ANIMATIONS; i++)
stopAnimation(i);
}
void GuiComponent::cancelAllAnimations()
{
for (unsigned char i = 0; i < MAX_ANIMATIONS; i++)
cancelAnimation(i);
}
bool GuiComponent::isAnimationPlaying(unsigned char slot) const
{
return mAnimationMap[slot] != nullptr;
}
bool GuiComponent::isAnimationReversed(unsigned char slot) const
{
assert(mAnimationMap[slot] != nullptr);
return mAnimationMap[slot]->isReversed();
}
int GuiComponent::getAnimationTime(unsigned char slot) const
{
assert(mAnimationMap[slot] != nullptr);
return mAnimationMap[slot]->getTime();
}
void GuiComponent::applyTheme(const std::shared_ptr<ThemeData>& theme,
const std::string& view, const std::string& element, unsigned int properties)
{
Vector2f scale = getParent() ? getParent()->getSize()
: Vector2f((float)Renderer::getScreenWidth(), (float)Renderer::getScreenHeight());
const ThemeData::ThemeElement* elem = theme->getElement(view, element, "");
if (!elem)
return;
using namespace ThemeFlags;
if (properties & POSITION && elem->has("pos")) {
Vector2f denormalized = elem->get<Vector2f>("pos") * scale;
setPosition(Vector3f(denormalized.x(), denormalized.y(), 0));
}
if (properties & ThemeFlags::SIZE && elem->has("size"))
setSize(elem->get<Vector2f>("size") * scale);
// Position + size also implies origin
if ((properties & ORIGIN || (properties & POSITION &&
properties & ThemeFlags::SIZE)) && elem->has("origin")) {
setOrigin(elem->get<Vector2f>("origin"));
}
if (properties & ThemeFlags::ROTATION) {
if (elem->has("rotation"))
setRotationDegrees(elem->get<float>("rotation"));
if (elem->has("rotationOrigin"))
setRotationOrigin(elem->get<Vector2f>("rotationOrigin"));
}
if (properties & ThemeFlags::Z_INDEX && elem->has("zIndex"))
setZIndex(elem->get<float>("zIndex"));
else
setZIndex(getDefaultZIndex());
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if (properties & ThemeFlags::VISIBLE && elem->has("visible"))
setVisible(elem->get<bool>("visible"));
else
setVisible(true);
}
void GuiComponent::updateHelpPrompts()
{
if (getParent()) {
getParent()->updateHelpPrompts();
return;
}
std::vector<HelpPrompt> prompts = getHelpPrompts();
if (mWindow->peekGui() == this)
mWindow->setHelpPrompts(prompts, getHelpStyle());
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}
HelpStyle GuiComponent::getHelpStyle()
{
return HelpStyle();
}
bool GuiComponent::isProcessing() const
{
return mIsProcessing;
}
void GuiComponent::onShow()
{
for (unsigned int i = 0; i < getChildCount(); i++)
getChild(i)->onShow();
}
void GuiComponent::onHide()
{
for (unsigned int i = 0; i < getChildCount(); i++)
getChild(i)->onHide();
}
void GuiComponent::onScreenSaverActivate()
{
for (unsigned int i = 0; i < getChildCount(); i++)
getChild(i)->onScreenSaverActivate();
}
void GuiComponent::onScreenSaverDeactivate()
{
for (unsigned int i = 0; i < getChildCount(); i++)
getChild(i)->onScreenSaverDeactivate();
}
void GuiComponent::topWindow(bool isTop)
{
for (unsigned int i = 0; i < getChildCount(); i++)
getChild(i)->topWindow(isTop);
}