ES-DE/es-core/src/components/ImageGridComponent.h

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#pragma once
#ifndef ES_CORE_COMPONENTS_IMAGE_GRID_COMPONENT_H
#define ES_CORE_COMPONENTS_IMAGE_GRID_COMPONENT_H
#include "Log.h"
#include "components/IList.h"
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#include "resources/TextureResource.h"
#include "GridTileComponent.h"
enum ScrollDirection
{
SCROLL_VERTICALLY,
SCROLL_HORIZONTALLY
};
struct ImageGridData
{
std::string texturePath;
};
template<typename T>
class ImageGridComponent : public IList<ImageGridData, T>
{
protected:
using IList<ImageGridData, T>::mEntries;
using IList<ImageGridData, T>::mScrollTier;
using IList<ImageGridData, T>::listUpdate;
using IList<ImageGridData, T>::listInput;
using IList<ImageGridData, T>::listRenderTitleOverlay;
using IList<ImageGridData, T>::getTransform;
using IList<ImageGridData, T>::mSize;
using IList<ImageGridData, T>::mCursor;
using IList<ImageGridData, T>::Entry;
using IList<ImageGridData, T>::mWindow;
public:
using IList<ImageGridData, T>::size;
using IList<ImageGridData, T>::isScrolling;
using IList<ImageGridData, T>::stopScrolling;
ImageGridComponent(Window* window);
void add(const std::string& name, const std::string& imagePath, const T& obj);
bool input(InputConfig* config, Input input) override;
void update(int deltaTime) override;
void render(const Transform4x4f& parentTrans) override;
virtual void applyTheme(const std::shared_ptr<ThemeData>& theme, const std::string& view, const std::string& element, unsigned int properties) override;
void onSizeChanged() override;
inline void setCursorChangedCallback(const std::function<void(CursorState state)>& func) { mCursorChangedCallback = func; }
protected:
virtual void onCursorChanged(const CursorState& state) override;
private:
// TILES
void buildTiles();
void updateTiles();
void updateTileAtPos(int tilePos, int imgPos, int bufferTop, int bufferBot);
int getStartPosition() const;
void calcGridDimension();
// IMAGES & ENTRIES
const int texBuffersBehind[4] = { 1, 1, 1, 1 };
const int texBuffersForward[4] = { 1, 2, 3, 3 };
bool mEntriesDirty;
int mLastCursor;
std::string mDefaultGameTexture;
std::string mDefaultFolderTexture;
// TILES
bool mLastRowPartial;
Vector2f mMargin;
Vector2f mTileSize;
Vector2i mGridDimension;
std::shared_ptr<ThemeData> mTheme;
std::vector< std::shared_ptr<GridTileComponent> > mTiles;
// MISCELLANEOUS
ScrollDirection mScrollDirection;
std::function<void(CursorState state)> mCursorChangedCallback;
};
template<typename T>
ImageGridComponent<T>::ImageGridComponent(Window* window) : IList<ImageGridData, T>(window)
{
Vector2f screen = Vector2f((float)Renderer::getScreenWidth(), (float)Renderer::getScreenHeight());
mEntriesDirty = true;
mLastCursor = 0;
mDefaultGameTexture = ":/cartridge.svg";
mDefaultFolderTexture = ":/folder.svg";
mSize = screen * 0.80f;
mMargin = screen * 0.07f;
mTileSize = GridTileComponent::getDefaultTileSize();
mScrollDirection = SCROLL_VERTICALLY;
}
template<typename T>
void ImageGridComponent<T>::add(const std::string& name, const std::string& imagePath, const T& obj)
{
typename IList<ImageGridData, T>::Entry entry;
entry.name = name;
entry.object = obj;
entry.data.texturePath = imagePath;
static_cast<IList< ImageGridData, T >*>(this)->add(entry);
mEntriesDirty = true;
}
template<typename T>
bool ImageGridComponent<T>::input(InputConfig* config, Input input)
{
if(input.value != 0)
{
Vector2i dir = Vector2i::Zero();
if(config->isMappedTo("up", input))
dir[1 ^ mScrollDirection] = -1;
else if(config->isMappedTo("down", input))
dir[1 ^ mScrollDirection] = 1;
else if(config->isMappedTo("left", input))
dir[0 ^ mScrollDirection] = -1;
else if(config->isMappedTo("right", input))
dir[0 ^ mScrollDirection] = 1;
if(dir != Vector2i::Zero())
{
listInput(dir.x() + dir.y() * mGridDimension.x());
return true;
}
}else{
if(config->isMappedTo("up", input) || config->isMappedTo("down", input) || config->isMappedTo("left", input) || config->isMappedTo("right", input))
{
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stopScrolling();
}
}
return GuiComponent::input(config, input);
}
template<typename T>
void ImageGridComponent<T>::update(int deltaTime)
{
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listUpdate(deltaTime);
for(auto it = mTiles.begin(); it != mTiles.end(); it++)
(*it)->update();
}
template<typename T>
void ImageGridComponent<T>::render(const Transform4x4f& parentTrans)
{
Transform4x4f trans = getTransform() * parentTrans;
if(mEntriesDirty)
{
updateTiles();
mEntriesDirty = false;
}
// Create a clipRect to hide tiles used to buffer texture loading
float scaleX = trans.r0().x();
float scaleY = trans.r1().y();
Vector2i pos((int)Math::round(trans.translation()[0]), (int)Math::round(trans.translation()[1]));
Vector2i size((int)Math::round(mSize.x() * scaleX), (int)Math::round(mSize.y() * scaleY));
Renderer::pushClipRect(pos, size);
// Render all the tiles but the selected one
std::shared_ptr<GridTileComponent> selectedTile = NULL;
for(auto it = mTiles.begin(); it != mTiles.end(); it++)
{
std::shared_ptr<GridTileComponent> tile = (*it);
// If it's the selected image, keep it for later, otherwise render it now
if(tile->isSelected())
selectedTile = tile;
else
tile->render(trans);
}
Renderer::popClipRect();
// Render the selected image on top of the others
if (selectedTile != NULL)
selectedTile->render(trans);
listRenderTitleOverlay(trans);
GuiComponent::renderChildren(trans);
}
template<typename T>
void ImageGridComponent<T>::applyTheme(const std::shared_ptr<ThemeData>& theme, const std::string& view, const std::string& element, unsigned int properties)
{
// Apply theme to GuiComponent but not size property, which will be applied at the end of this function
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GuiComponent::applyTheme(theme, view, element, properties ^ ThemeFlags::SIZE);
// Keep the theme pointer to apply it on the tiles later on
mTheme = theme;
Vector2f screen = Vector2f((float)Renderer::getScreenWidth(), (float)Renderer::getScreenHeight());
const ThemeData::ThemeElement* elem = theme->getElement(view, element, "imagegrid");
if (elem)
{
if (elem->has("margin"))
mMargin = elem->get<Vector2f>("margin") * screen;
if (elem->has("scrollDirection"))
mScrollDirection = (ScrollDirection)(elem->get<std::string>("scrollDirection") == "horizontal");
if (elem->has("gameImage"))
{
std::string path = elem->get<std::string>("gameImage");
if (!ResourceManager::getInstance()->fileExists(path))
LOG(LogWarning) << "Could not replace default game image, check path: " << path;
else
{
std::string oldDefaultGameTexture = mDefaultGameTexture;
mDefaultGameTexture = path;
// mEntries are already loaded at this point,
// so we need to update them with new game image texture
for (auto it = mEntries.begin(); it != mEntries.end(); it++)
{
if ((*it).data.texturePath == oldDefaultGameTexture)
(*it).data.texturePath = mDefaultGameTexture;
}
}
}
if (elem->has("folderImage"))
{
std::string path = elem->get<std::string>("folderImage");
if (!ResourceManager::getInstance()->fileExists(path))
LOG(LogWarning) << "Could not replace default folder image, check path: " << path;
else
{
std::string oldDefaultFolderTexture = mDefaultFolderTexture;
mDefaultFolderTexture = path;
// mEntries are already loaded at this point,
// so we need to update them with new folder image texture
for (auto it = mEntries.begin(); it != mEntries.end(); it++)
{
if ((*it).data.texturePath == oldDefaultFolderTexture)
(*it).data.texturePath = mDefaultFolderTexture;
}
}
}
}
// We still need to manually get the grid tile size here,
// so we can recalculate the new grid dimension, and THEN (re)build the tiles
elem = theme->getElement(view, "default", "gridtile");
mTileSize = elem && elem->has("size") ?
elem->get<Vector2f>("size") * screen :
GridTileComponent::getDefaultTileSize();
// Apply size property, will trigger a call to onSizeChanged() which will build the tiles
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GuiComponent::applyTheme(theme, view, element, ThemeFlags::SIZE);
// Trigger the call manually if the theme have no "imagegrid" element
if (!elem)
buildTiles();
}
template<typename T>
void ImageGridComponent<T>::onSizeChanged()
{
buildTiles();
updateTiles();
}
template<typename T>
void ImageGridComponent<T>::onCursorChanged(const CursorState& state)
{
updateTiles();
if(mCursorChangedCallback)
mCursorChangedCallback(state);
}
// Create and position tiles (mTiles)
template<typename T>
void ImageGridComponent<T>::buildTiles()
{
mTiles.clear();
calcGridDimension();
Vector2f tileDistance = mTileSize + mMargin;
Vector2f bufferSize = Vector2f(mScrollDirection == SCROLL_HORIZONTALLY ? tileDistance.x() * texBuffersForward[3] : 0,
mScrollDirection == SCROLL_VERTICALLY ? tileDistance.y() * texBuffersForward[3] : 0);
Vector2f startPosition = mTileSize / 2 - bufferSize;
int X, Y;
// Layout tile size and position
for(int y = 0; y < mGridDimension.y(); y++)
{
for(int x = 0; x < mGridDimension.x(); x++)
{
// Create tiles
auto tile = std::make_shared<GridTileComponent>(mWindow);
// In Vertical mod, tiles are ordered from left to right, then from top to bottom
// In Horizontal mod, tiles are ordered from top to bottom, then from left to right
X = mScrollDirection == SCROLL_VERTICALLY ? x : y;
Y = mScrollDirection == SCROLL_VERTICALLY ? y : x;
tile->setPosition(X * tileDistance.x() + startPosition.x(), Y * tileDistance.y() + startPosition.y());
tile->setOrigin(0.5f, 0.5f);
tile->setImage("");
if (mTheme)
tile->applyTheme(mTheme, "grid", "gridtile", ThemeFlags::ALL);
mTiles.push_back(tile);
}
}
}
template<typename T>
void ImageGridComponent<T>::updateTiles()
{
if (!mTiles.size())
return;
// Stop updating the tiles at highest scroll speed
if (mScrollTier == 3)
{
for (int ti = 0; ti < mTiles.size(); ti++)
{
std::shared_ptr<GridTileComponent> tile = mTiles.at(ti);
tile->setSelected(false);
tile->setImage(mDefaultGameTexture);
tile->setVisible(false);
}
return;
}
// 1 if scrolling down, -1 if scrolling up
int scrollDirection = mCursor >= mLastCursor ? 1 : -1;
// If going down, update from top to bottom
// If going up, update from bottom to top
int ti = scrollDirection == 1 ? 0 : mTiles.size() - 1;
int end = scrollDirection == 1 ? mTiles.size() : -1;
int img = getStartPosition();
if (scrollDirection == -1)
img += mTiles.size() - 1;
// Calculate buffer size depending on scroll speed and direction
int bufferBehind = (texBuffersForward[3] - texBuffersBehind[mScrollTier]) * mGridDimension.x();
int bufferForward = (texBuffersForward[3] - texBuffersForward[mScrollTier]) * mGridDimension.x();
int bufferTop = scrollDirection == 1 ? bufferBehind : bufferForward;
int bufferBot = scrollDirection == 1 ? bufferForward : bufferBehind;
// Update the tiles
while (ti != end)
{
updateTileAtPos(ti, img, bufferTop, bufferBot);
ti += scrollDirection;
img += scrollDirection;
}
mLastCursor = mCursor;
}
template<typename T>
void ImageGridComponent<T>::updateTileAtPos(int tilePos, int imgPos, int bufferTop, int bufferBot)
{
std::shared_ptr<GridTileComponent> tile = mTiles.at(tilePos);
// If we have more tiles than we have to display images on screen, hide them
if(imgPos < 0 || imgPos >= size()
|| tilePos < bufferTop || tilePos >= mTiles.size() - bufferBot) // Same for tiles out of the buffer
{
tile->setSelected(false);
tile->setImage("");
tile->setVisible(false);
}
else
{
tile->setSelected(imgPos == mCursor);
tile->setVisible(true);
std::string imagePath = mEntries.at(imgPos).data.texturePath;
if (ResourceManager::getInstance()->fileExists(imagePath))
{
tile->setImage(imagePath);
}
else
{
// FileType::FOLDER = 2, but FileData is our template parameter T,
// so we don't want to bring that dependence to FileData here
if (mEntries.at(imgPos).object->getType() == 2)
tile->setImage(mDefaultFolderTexture);
else
tile->setImage(mDefaultGameTexture);
}
}
}
// Return the starting position (the number of the game which will be displayed on top left of the screen)
template<typename T>
int ImageGridComponent<T>::getStartPosition() const
{
// The "partialRow" variable exist because we want to keep the same positioning behavior in both
// case, whenever we have an integer number of rows or not (the last partial row is ignored when
// calculating position and the cursor shouldn't end up in this row when close to the end)
int partialRow = (int)mLastRowPartial;
int cursorRow = mCursor / mGridDimension.x();
int start = (cursorRow - ((mGridDimension.y() - partialRow) / 2)) * mGridDimension.x();
// Number of tiles which are just used as a buffer for texture loading
int bufferSize = texBuffersForward[3] * mGridDimension.x();
if(start + (mGridDimension.x() * (mGridDimension.y() - partialRow)) >= (int)mEntries.size() + bufferSize)
{
// If we are at the end put the row as close as we can and no higher, using the following formula
// Where E is the nb of entries, X the grid x dim (nb of column), Y the grid y dim (nb of line)
// start = first tile of last row - nb column * (nb line - 1)
// = (E - 1) / X * X - X * (Y - 1)
// = X * ((E - 1) / X - Y + 1)
start = mGridDimension.x() * (((int)mEntries.size() - 1) / mGridDimension.x() - mGridDimension.y() + 1 + partialRow) + bufferSize;
}
if(start < -bufferSize)
{
start = -bufferSize;
}
return start;
}
// Calculate how much tiles of size mTileSize we can fit in a grid of size mSize using a margin of size mMargin
template<typename T>
void ImageGridComponent<T>::calcGridDimension()
{
// GRID_SIZE = COLUMNS * TILE_SIZE + (COLUMNS - 1) * MARGIN
// <=> COLUMNS = (GRID_SIZE + MARGIN) / (TILE_SIZE + MARGIN)
Vector2f gridDimension = (mSize + mMargin) / (mTileSize + mMargin);
mLastRowPartial = Math::floorf(gridDimension.y()) != gridDimension.y();
// Ceil y dim so we can display partial last row
mGridDimension = Vector2i(gridDimension.x(), Math::ceilf(gridDimension.y()));
// Invert dimensions for horizontally scrolling grid
if (mScrollDirection == SCROLL_HORIZONTALLY)
mGridDimension = Vector2i(mGridDimension.y(), mGridDimension.x());
// Grid dimension validation
if (mGridDimension.x() < 1)
LOG(LogError) << "Theme defined grid X dimension below 1";
if (mGridDimension.y() < 1)
LOG(LogError) << "Theme defined grid Y dimension below 1";
// Add extra tiles to both side depending on max texture buffer
mGridDimension.y() += texBuffersForward[3] * 2;
};
#endif // ES_CORE_COMPONENTS_IMAGE_GRID_COMPONENT_H