ES-DE/es-core/src/components/FlexboxComponent.cpp

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// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// FlexboxComponent.cpp
//
// Flexbox layout component.
// Used by gamelist views.
//
#include "components/FlexboxComponent.h"
#include "Settings.h"
#include "ThemeData.h"
#include "resources/TextureResource.h"
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FlexboxComponent::FlexboxComponent(Window* window)
: GuiComponent(window)
, mDirection(DEFAULT_DIRECTION)
, mAlign(DEFAULT_ALIGN)
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, mItemsPerLine(DEFAULT_ITEMS_PER_LINE)
, mItemMargin({DEFAULT_MARGIN_X, DEFAULT_MARGIN_Y})
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, mItemWidth(DEFAULT_ITEM_SIZE_X)
, mLayoutValid(false)
{
}
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void FlexboxComponent::onSizeChanged() { mLayoutValid = false; }
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void FlexboxComponent::computeLayout()
{
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// Start placing items in the top-left.
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float anchorX = 0;
float anchorY = 0;
float anchorOriginX = 0;
float anchorOriginY = 0;
// Translation directions when placing items.
glm::ivec2 directionLine = {1, 0};
glm::ivec2 directionRow = {0, 1};
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// Change direction.
if (mDirection == Direction::column) {
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directionLine = {0, 1};
directionRow = {1, 0};
}
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// Set children sizes.
glm::vec2 maxItemSize = {0.0f, 0.0f};
for (auto i : mChildren) {
auto oldSize = i->getSize();
if (oldSize.x == 0)
oldSize.x = DEFAULT_ITEM_SIZE_X;
glm::vec2 newSize = {mItemWidth, oldSize.y * (mItemWidth / oldSize.x)};
i->setSize(newSize);
maxItemSize = {std::max(maxItemSize.x, newSize.x), std::max(maxItemSize.y, newSize.y)};
i->setResize(maxItemSize.x, maxItemSize.y);
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}
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// Pre-compute layout parameters.
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int n = mChildren.size();
int nLines =
std::max(1, static_cast<int>(std::ceil(n / std::max(1, static_cast<int>(mItemsPerLine)))));
float lineWidth = (mDirection == Direction::row ? (maxItemSize.y + mItemMargin.y) :
(maxItemSize.x + mItemMargin.x));
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float anchorXStart = anchorX;
float anchorYStart = anchorY;
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// Compute total container size.
glm::vec2 totalSize = {-mItemMargin.x, -mItemMargin.y};
if (mDirection == Direction::row) {
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totalSize.x += (mItemMargin.x + mItemWidth) * mItemsPerLine;
totalSize.y += (mItemMargin.y + maxItemSize.y) * nLines;
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}
else {
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totalSize.x += (mItemMargin.x + mItemWidth) * nLines;
totalSize.y += (mItemMargin.y + maxItemSize.y) * mItemsPerLine;
}
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// Iterate through the children.
for (int i = 0; i < n; i++) {
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GuiComponent* child = mChildren[i];
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auto size = child->getSize();
// Top-left anchor position.
float x = anchorX - anchorOriginX * size.x;
float y = anchorY - anchorOriginY * size.y;
// Apply alignment
if (mAlign == Align::end) {
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x += directionLine.x == 0 ? (maxItemSize.x - size.x) : 0;
y += directionLine.y == 0 ? (maxItemSize.y - size.y) : 0;
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}
else if (mAlign == Align::center) {
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x += directionLine.x == 0 ? (maxItemSize.x - size.x) / 2 : 0;
y += directionLine.y == 0 ? (maxItemSize.y - size.y) / 2 : 0;
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}
else if (mAlign == Align::stretch && mDirection == Direction::row) {
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child->setSize(child->getSize().x, maxItemSize.y);
}
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// Apply origin.
if (mOrigin.x > 0 && mOrigin.x <= 1)
x -= mOrigin.x * totalSize.x;
if (mOrigin.y > 0 && mOrigin.y <= 1)
y -= mOrigin.y * totalSize.y;
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// Store final item position.
child->setPosition(getPosition().x + x, getPosition().y + y);
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// Translate anchor.
if ((i + 1) % std::max(1, static_cast<int>(mItemsPerLine)) != 0) {
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// Translate on same line.
anchorX += (size.x + mItemMargin.x) * directionLine.x;
anchorY += (size.y + mItemMargin.y) * directionLine.y;
}
else {
// Translate to first position of next line.
if (directionRow.x == 0) {
anchorY += lineWidth * directionRow.y;
anchorX = anchorXStart;
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}
else {
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anchorX += lineWidth * directionRow.x;
anchorY = anchorYStart;
}
}
}
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mLayoutValid = true;
}
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void FlexboxComponent::render(const glm::mat4& parentTrans)
{
if (!isVisible())
return;
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if (!mLayoutValid)
computeLayout();
renderChildren(parentTrans);
}
void FlexboxComponent::applyTheme(const std::shared_ptr<ThemeData>& theme,
const std::string& view,
const std::string& element,
unsigned int properties)
{
using namespace ThemeFlags;
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glm::vec2 scale{getParent() ? getParent()->getSize() :
glm::vec2{static_cast<float>(Renderer::getScreenWidth()),
static_cast<float>(Renderer::getScreenHeight())}};
// TODO: How to do this without explicit 'badges' property?
const ThemeData::ThemeElement* elem = theme->getElement(view, element, "badges");
if (!elem)
return;
if (properties & DIRECTION && elem->has("direction"))
mDirection =
elem->get<std::string>("direction") == "row" ? Direction::row : Direction::column;
if (elem->has("align")) {
const auto a = elem->get<std::string>("align");
mAlign = (a == "start" ?
Align::start :
(a == "end" ? Align::end : (a == "center" ? Align::center : Align::stretch)));
}
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if (elem->has("itemsPerLine"))
mItemsPerLine = elem->get<float>("itemsPerLine");
if (elem->has("itemMargin"))
mItemMargin = elem->get<glm::vec2>("itemMargin");
if (elem->has("itemWidth"))
mItemWidth = floorf(elem->get<float>("itemWidth") * scale.x);
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GuiComponent::applyTheme(theme, view, element, properties);
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// Layout no longer valid.
mLayoutValid = false;
}
std::vector<HelpPrompt> FlexboxComponent::getHelpPrompts()
{
std::vector<HelpPrompt> prompts;
return prompts;
}