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

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// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// FlexboxComponent.cpp
//
// Flexbox layout component.
//
#define DEFAULT_DIRECTION "row"
#define DEFAULT_ALIGNMENT "left"
#define DEFAULT_ITEMS_PER_LINE 4
#define DEFAULT_LINES 2
#define DEFAULT_ITEM_PLACEMENT "center"
#define DEFAULT_MARGIN_X std::roundf(0.01f * Renderer::getScreenWidth())
#define DEFAULT_MARGIN_Y std::roundf(0.01f * Renderer::getScreenHeight())
#include "components/FlexboxComponent.h"
#include "Settings.h"
#include "ThemeData.h"
FlexboxComponent::FlexboxComponent(std::vector<FlexboxItem>& items)
: mRenderer {Renderer::getInstance()}
, mItems {items}
, mDirection {DEFAULT_DIRECTION}
, mAlignment {DEFAULT_ALIGNMENT}
, mLines {DEFAULT_LINES}
, mItemsPerLine {DEFAULT_ITEMS_PER_LINE}
, mItemPlacement {DEFAULT_ITEM_PLACEMENT}
, mItemMargin {glm::vec2 {DEFAULT_MARGIN_X, DEFAULT_MARGIN_Y}}
, mLayoutValid {false}
{
}
void FlexboxComponent::render(const glm::mat4& parentTrans)
{
if (!isVisible() || mOpacity == 0.0f || mThemeOpacity == 0.0f)
return;
if (!mLayoutValid)
calculateLayout();
glm::mat4 trans {parentTrans * getTransform()};
mRenderer->setMatrix(trans);
if (Settings::getInstance()->getBool("DebugImage"))
mRenderer->drawRect(0.0f, 0.0f, ceilf(mSize.x), ceilf(mSize.y), 0xFF000033, 0xFF000033);
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for (auto& item : mItems) {
if (!item.visible)
continue;
if (mOpacity == 1.0f) {
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item.baseImage.render(trans);
if (item.overlayImage.getTexture() != nullptr)
item.overlayImage.render(trans);
}
else {
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item.baseImage.setOpacity(mOpacity);
item.baseImage.render(trans);
item.baseImage.setOpacity(1.0f);
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if (item.overlayImage.getTexture() != nullptr) {
item.overlayImage.setOpacity(mOpacity);
item.overlayImage.render(trans);
item.overlayImage.setOpacity(1.0f);
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}
}
}
}
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void FlexboxComponent::setItemMargin(glm::vec2 value)
{
if (value.x == -1.0f)
mItemMargin.x = std::roundf(value.y * Renderer::getScreenHeight());
else
mItemMargin.x = std::roundf(value.x * Renderer::getScreenWidth());
if (value.y == -1.0f)
mItemMargin.y = std::roundf(value.x * Renderer::getScreenWidth());
else
mItemMargin.y = std::roundf(value.y * Renderer::getScreenHeight());
mLayoutValid = false;
}
void FlexboxComponent::calculateLayout()
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{
// If we're not clamping itemMargin to a reasonable value, all kinds of weird rendering
// issues could occur.
mItemMargin.x = glm::clamp(mItemMargin.x, 0.0f, mSize.x / 2.0f);
mItemMargin.y = glm::clamp(mItemMargin.y, 0.0f, mSize.y / 2.0f);
// Also keep the size within reason.
mSize.x = glm::clamp(mSize.x, Renderer::getScreenWidth() * 0.03f, Renderer::getScreenWidth());
mSize.y = glm::clamp(mSize.y, Renderer::getScreenHeight() * 0.03f, Renderer::getScreenHeight());
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if (mItemsPerLine * mLines < mItems.size()) {
LOG(LogWarning)
<< "FlexboxComponent: Invalid theme configuration, the number of badges"
" exceeds the product of <lines> times <itemsPerLine>, setting <itemsPerLine> to "
<< mItems.size();
mItemsPerLine = static_cast<unsigned int>(mItems.size());
}
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glm::vec2 grid {0.0f, 0.0f};
if (mDirection == "row")
grid = {mItemsPerLine, mLines};
else
grid = {mLines, mItemsPerLine};
glm::vec2 maxItemSize {(mSize + mItemMargin - grid * mItemMargin) / grid};
float rowHeight {0.0f};
bool firstItem {true};
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// Calculate maximum item dimensions.
for (auto& item : mItems) {
if (!item.visible)
continue;
glm::vec2 sizeDiff {item.baseImage.getSize() / maxItemSize};
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// The first item dictates the maximum width for the rest.
if (firstItem) {
maxItemSize.x = (item.baseImage.getSize() / std::max(sizeDiff.x, sizeDiff.y)).x;
sizeDiff = item.baseImage.getSize() / maxItemSize;
item.baseImage.setSize((item.baseImage.getSize() / std::max(sizeDiff.x, sizeDiff.y)));
firstItem = false;
}
else {
item.baseImage.setSize((item.baseImage.getSize() / std::max(sizeDiff.x, sizeDiff.y)));
}
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if (item.baseImage.getSize().y > rowHeight)
rowHeight = item.baseImage.getSize().y;
}
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// Update the maximum item height.
maxItemSize.y = 0.0f;
for (auto& item : mItems) {
if (!item.visible)
continue;
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if (item.baseImage.getSize().y > maxItemSize.y)
maxItemSize.y = item.baseImage.getSize().y;
}
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maxItemSize = glm::round(maxItemSize);
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bool alignRight {mAlignment == "right"};
float alignRightComp {0.0f};
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// If right-aligning, move the overall container contents during grid setup.
if (alignRight && mDirection == "row")
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alignRightComp =
std::round(mSize.x - ((maxItemSize.x + mItemMargin.x) * grid.x) + mItemMargin.x);
std::vector<glm::vec2> itemPositions;
// Lay out the grid.
if (mDirection == "row") {
for (int y = 0; y < grid.y; ++y) {
for (int x = 0; x < grid.x; ++x) {
itemPositions.emplace_back(
glm::vec2 {(x * (maxItemSize.x + mItemMargin.x) + alignRightComp),
y * (rowHeight + mItemMargin.y)});
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}
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}
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}
else if (mDirection == "column" && !alignRight) {
for (int x = 0; x < grid.x; ++x) {
for (int y = 0; y < grid.y; ++y) {
itemPositions.emplace_back(glm::vec2 {(x * (maxItemSize.x + mItemMargin.x)),
y * (rowHeight + mItemMargin.y)});
}
}
}
else { // Right-aligned.
for (int x = 0; x < grid.x; ++x) {
for (int y = 0; y < grid.y; ++y) {
itemPositions.emplace_back(
glm::vec2 {(mSize.x - (x * (maxItemSize.x + mItemMargin.x)) - maxItemSize.x),
y * (rowHeight + mItemMargin.y)});
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}
}
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}
int pos {0};
float lastY {0.0f};
float itemsOnLastRow {0};
int visibleItemCount {0};
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// Position items on the grid.
for (auto& item : mItems) {
if (!item.visible)
continue;
++visibleItemCount;
if (mDirection == "row" && pos > 0) {
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if (itemPositions[pos - 1].y < itemPositions[pos].y) {
lastY = itemPositions[pos].y;
itemsOnLastRow = 0;
}
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}
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float verticalOffset {0.0f};
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// For any items that do not fill the maximum height, position these either on
// top/start (implicit), center or bottom/end.
if (item.baseImage.getSize().y < maxItemSize.y) {
if (mItemPlacement == "center") {
verticalOffset = std::floor((maxItemSize.y - item.baseImage.getSize().y) / 2.0f);
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}
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else if (mItemPlacement == "end") {
verticalOffset = maxItemSize.y - item.baseImage.getSize().y;
}
}
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item.baseImage.setPosition(itemPositions[pos].x, itemPositions[pos].y + verticalOffset,
0.0f);
// Optional overlay image.
if (item.overlayImage.getTexture() != nullptr) {
item.overlayImage.setResize(item.baseImage.getSize().x * item.overlaySize, 0.0f);
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item.overlayImage.setPosition(
item.baseImage.getPosition().x +
(item.baseImage.getSize().x * item.overlayPosition.x) -
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item.overlayImage.getSize().x / 2.0f,
item.baseImage.getPosition().y +
(item.baseImage.getSize().y * item.overlayPosition.y) -
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item.overlayImage.getSize().y / 2.0f);
}
// This rasterizes the SVG images so they look nice and smooth.
item.baseImage.setResize(item.baseImage.getSize());
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++itemsOnLastRow;
++pos;
}
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// Apply right-align to the items if we're using row mode.
if (alignRight && mDirection == "row") {
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for (auto& item : mItems) {
if (!item.visible)
continue;
glm::vec3 currPos {item.baseImage.getPosition()};
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if (currPos.y == lastY) {
const float offset {(grid.x - itemsOnLastRow) * (maxItemSize.x + mItemMargin.x)};
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item.baseImage.setPosition(currPos.x + offset, currPos.y, currPos.z);
if (item.overlayImage.getTexture() != nullptr) {
currPos = item.overlayImage.getPosition();
item.overlayImage.setPosition(currPos.x + offset, currPos.y, currPos.z);
}
}
}
}
if (visibleItemCount > 0 && mAlignment == "center") {
if (mDirection == "row") {
const int gridX {static_cast<int>(grid.x)};
const int fullRows {visibleItemCount / gridX};
int offsetCounter {0};
float offset {std::round(
(mSize.x - ((maxItemSize.x + mItemMargin.x) * grid.x) + mItemMargin.x) / 2.0f)};
// Center items if they don't fill a single row.
if (fullRows == 0) {
const int compCount {gridX - visibleItemCount};
offset += (maxItemSize.x * compCount) / 2.0f;
offset += (mItemMargin.x / 2.0f) * compCount;
}
for (auto& item : mItems) {
if (!item.visible)
continue;
// Move items on full rows using the general centering offset.
glm::vec3 currPos {item.baseImage.getPosition()};
item.baseImage.setPosition(currPos.x + offset, currPos.y, currPos.z);
if (item.overlayImage.getTexture() != nullptr) {
currPos = item.overlayImage.getPosition();
item.overlayImage.setPosition(currPos.x + offset, currPos.y, currPos.z);
}
++offsetCounter;
// Items on the last non-full row will need to be moved according to how many
// items less than a full row there are.
if (offsetCounter == fullRows * gridX) {
const int compCount {gridX - (visibleItemCount - offsetCounter)};
offset += (maxItemSize.x * compCount) / 2.0f;
offset += (mItemMargin.x / 2.0f) * compCount;
}
}
}
else if (mDirection == "column") {
const int gridY {static_cast<int>(grid.y)};
int columnCount {visibleItemCount / gridY};
if (visibleItemCount % gridY != 0)
++columnCount;
const float offset {std::round(
(mSize.x - ((maxItemSize.x + mItemMargin.x) * columnCount) + mItemMargin.x) /
2.0f)};
for (auto& item : mItems) {
if (!item.visible)
continue;
glm::vec3 currPos {item.baseImage.getPosition()};
item.baseImage.setPosition(currPos.x + offset, currPos.y, currPos.z);
if (item.overlayImage.getTexture() != nullptr) {
currPos = item.overlayImage.getPosition();
item.overlayImage.setPosition(currPos.x + offset, currPos.y, currPos.z);
}
}
}
}
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mLayoutValid = true;
}