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

355 lines
10 KiB
C++
Raw Normal View History

//
// ComponentList.cpp
//
// Used to lay out and navigate lists in GUI menus.
//
#include "components/ComponentList.h"
2017-11-01 22:21:10 +00:00
#define TOTAL_HORIZONTAL_PADDING_PX 20
ComponentList::ComponentList(Window* window) : IList<ComponentListRow,
void*>(window, LIST_SCROLL_STYLE_SLOW, LIST_NEVER_LOOP)
{
mSelectorBarOffset = 0;
mCameraOffset = 0;
mFocused = false;
}
void ComponentList::addRow(const ComponentListRow& row, bool setCursorHere)
{
IList<ComponentListRow, void*>::Entry e;
e.name = "";
e.object = NULL;
e.data = row;
this->add(e);
for (auto it = mEntries.back().data.elements.cbegin();
it != mEntries.back().data.elements.cend(); it++)
addChild(it->component.get());
updateElementSize(mEntries.back().data);
updateElementPosition(mEntries.back().data);
if (setCursorHere) {
2017-11-17 14:58:52 +00:00
mCursor = (int)mEntries.size() - 1;
onCursorChanged(CURSOR_STOPPED);
}
}
void ComponentList::onSizeChanged()
{
for (auto it = mEntries.cbegin(); it != mEntries.cend(); it++) {
updateElementSize(it->data);
updateElementPosition(it->data);
}
updateCameraOffset();
}
void ComponentList::onFocusLost()
{
mFocused = false;
}
void ComponentList::onFocusGained()
{
mFocused = true;
}
bool ComponentList::input(InputConfig* config, Input input)
{
if (size() == 0)
return false;
// Give it to the current row's input handler.
if (mEntries.at(mCursor).data.input_handler) {
if (mEntries.at(mCursor).data.input_handler(config, input))
return true;
}
else {
// No input handler assigned, do the default, which is to give it
// to the rightmost element in the row.
auto& row = mEntries.at(mCursor).data;
if (row.elements.size()) {
if (row.elements.back().component->input(config, input))
return true;
}
}
// Input handler didn't consume the input - try to scroll.
if (config->isMappedLike("up", input))
return listInput(input.value != 0 ? -1 : 0);
else if (config->isMappedLike("down", input))
return listInput(input.value != 0 ? 1 : 0);
else if (config->isMappedLike("leftshoulder", input))
return listInput(input.value != 0 ? -6 : 0);
else if (config->isMappedLike("rightshoulder", input))
return listInput(input.value != 0 ? 6 : 0);
return false;
}
void ComponentList::update(int deltaTime)
{
listUpdate(deltaTime);
if (size()) {
// Update our currently selected row.
for (auto it = mEntries.at(mCursor).data.elements.cbegin();
it != mEntries.at(mCursor).data.elements.cend(); it++)
it->component->update(deltaTime);
}
}
void ComponentList::onCursorChanged(const CursorState& state)
{
// Update the selector bar position.
// In the future this might be animated.
mSelectorBarOffset = 0;
for (int i = 0; i < mCursor; i++)
mSelectorBarOffset += getRowHeight(mEntries.at(i).data);
updateCameraOffset();
// This is terribly inefficient but we don't know what we came from so...
if (size()) {
for (auto it = mEntries.cbegin(); it != mEntries.cend(); it++)
it->data.elements.back().component->onFocusLost();
mEntries.at(mCursor).data.elements.back().component->onFocusGained();
}
if (mCursorChangedCallback)
mCursorChangedCallback(state);
updateHelpPrompts();
}
void ComponentList::updateCameraOffset()
{
// Move the camera to scroll.
const float totalHeight = getTotalRowHeight();
if (totalHeight > mSize.y()) {
float target = mSelectorBarOffset + getRowHeight(mEntries.at(mCursor).data)/2 -
(mSize.y() / 2);
// Clamp it.
mCameraOffset = 0;
unsigned int i = 0;
while (mCameraOffset < target && i < mEntries.size()) {
mCameraOffset += getRowHeight(mEntries.at(i).data);
i++;
}
if (mCameraOffset < 0)
mCameraOffset = 0;
else if (mCameraOffset + mSize.y() > totalHeight)
mCameraOffset = totalHeight - mSize.y();
}
else {
mCameraOffset = 0;
}
}
void ComponentList::render(const Transform4x4f& parentTrans)
{
if (!size())
2014-03-06 01:49:32 +00:00
return;
Transform4x4f trans = parentTrans * getTransform();
// Clip everything to be inside our bounds.
Vector3f dim(mSize.x(), mSize.y(), 0);
dim = trans * dim - trans.translation();
Renderer::pushClipRect(Vector2i((int)trans.translation().x(), (int)trans.translation().y()),
2017-11-13 22:16:38 +00:00
Vector2i((int)Math::round(dim.x()), (int)Math::round(dim.y() + 1)));
// Scroll the camera.
2017-11-13 22:16:38 +00:00
trans.translate(Vector3f(0, -Math::round(mCameraOffset), 0));
// Draw our entries.
std::vector<GuiComponent*> drawAfterCursor;
bool drawAll;
for (unsigned int i = 0; i < mEntries.size(); i++) {
auto& entry = mEntries.at(i);
2017-10-28 20:07:31 +00:00
drawAll = !mFocused || i != (unsigned int)mCursor;
for (auto it = entry.data.elements.cbegin(); it != entry.data.elements.cend(); it++) {
if (drawAll || it->invert_when_selected) {
// For the row where the cursor is at, we want to remove any hue from the
// font color before inverting, as it would otherwise lead to an ugly
// inverted color (e.g. red text inverting to a green hue).
if (i == mCursor && it->component->getValue() != "" ) {
// Check if the text color is neutral.
unsigned int origColor = it->component->getColor();
unsigned char byteRed = origColor >> 24 & 0xFF;
unsigned char byteGreen = origColor >> 16 & 0xFF;
unsigned char byteBlue = origColor >> 8 & 0xFF;
// If it's neutral, just proceed with normal rendering.
if (byteRed == byteGreen && byteGreen == byteBlue) {
it->component->render(trans);
}
else {
// If there is a hue, average the brightness values to make
// an equivalent gray value before inverting the text.
// This is not the proper way to do a BW conversion as the RGB values
// should not be evenly distributed, but it's definitely good enough
// for this situation.
unsigned char byteAverage = (byteRed + byteGreen + byteBlue) / 3;
unsigned int averageColor = byteAverage << 24 | byteAverage << 16 |
byteAverage << 8 | 0xFF;
it->component->setColor(averageColor);
it->component->render(trans);
// Revert to the original color after rendering.
it->component->setColor(origColor);
}
}
else {
it->component->render(trans);
}
}
else
drawAfterCursor.push_back(it->component.get());
}
}
// Custom rendering.
Renderer::setMatrix(trans);
// Draw selector bar.
if (mFocused) {
// Inversion: src * (1 - dst) + dst * 0 = where src = 1
// Need a function that goes roughly 0x777777 -> 0xFFFFFF
// and 0xFFFFFF -> 0x777777
// (1 - dst) + 0x77
const float selectedRowHeight = getRowHeight(mEntries.at(mCursor).data);
Renderer::drawRect(0.0f, mSelectorBarOffset, mSize.x(), selectedRowHeight,
0xFFFFFFFF, 0xFFFFFFFF, false, Renderer::Blend::ONE_MINUS_DST_COLOR,
Renderer::Blend::ZERO);
Renderer::drawRect(0.0f, mSelectorBarOffset, mSize.x(), selectedRowHeight,
0x777777FF, 0x777777FF, false, Renderer::Blend::ONE,
Renderer::Blend::ONE);
// Hack to draw 2px dark on left/right of the bar.
Renderer::drawRect(0.0f, mSelectorBarOffset, 2.0f, selectedRowHeight,
0x878787FF, 0x878787FF);
Renderer::drawRect(mSize.x() - 2.0f, mSelectorBarOffset, 2.0f, selectedRowHeight,
0x878787FF, 0x878787FF);
for (auto it = drawAfterCursor.cbegin(); it != drawAfterCursor.cend(); it++)
(*it)->render(trans);
// Reset matrix if one of these components changed it.
if (drawAfterCursor.size())
Renderer::setMatrix(trans);
}
// Draw separators.
float y = 0;
for (unsigned int i = 0; i < mEntries.size(); i++) {
Renderer::drawRect(0.0f, y, mSize.x(), 1.0f, 0xC6C7C6FF, 0xC6C7C6FF);
y += getRowHeight(mEntries.at(i).data);
}
Renderer::drawRect(0.0f, y, mSize.x(), 1.0f, 0xC6C7C6FF, 0xC6C7C6FF);
Renderer::popClipRect();
}
float ComponentList::getRowHeight(const ComponentListRow& row) const
{
// Returns the highest component height found in the row.
float height = 0;
for (unsigned int i = 0; i < row.elements.size(); i++) {
if (row.elements.at(i).component->getSize().y() > height)
height = row.elements.at(i).component->getSize().y();
}
return height;
}
float ComponentList::getTotalRowHeight() const
{
float height = 0;
for (auto it = mEntries.cbegin(); it != mEntries.cend(); it++)
height += getRowHeight(it->data);
return height;
}
void ComponentList::updateElementPosition(const ComponentListRow& row)
{
float yOffset = 0;
for (auto it = mEntries.cbegin(); it != mEntries.cend() && &it->data != &row; it++)
yOffset += getRowHeight(it->data);
// Assumes updateElementSize has already been called.
float rowHeight = getRowHeight(row);
float x = TOTAL_HORIZONTAL_PADDING_PX / 2;
for (unsigned int i = 0; i < row.elements.size(); i++) {
const auto comp = row.elements.at(i).component;
// Center vertically.
comp->setPosition(x, (rowHeight - comp->getSize().y()) / 2 + yOffset);
x += comp->getSize().x();
}
}
void ComponentList::updateElementSize(const ComponentListRow& row)
{
float width = mSize.x() - TOTAL_HORIZONTAL_PADDING_PX;
std::vector< std::shared_ptr<GuiComponent> > resizeVec;
for (auto it = row.elements.cbegin(); it != row.elements.cend(); it++) {
if (it->resize_width)
resizeVec.push_back(it->component);
else
width -= it->component->getSize().x();
}
// Redistribute the "unused" width equally among the components with resize_width set to true.
width = width / resizeVec.size();
for (auto it = resizeVec.cbegin(); it != resizeVec.cend(); it++)
(*it)->setSize(width, (*it)->getSize().y());
}
void ComponentList::textInput(const char* text)
{
if (!size())
return;
mEntries.at(mCursor).data.elements.back().component->textInput(text);
}
std::vector<HelpPrompt> ComponentList::getHelpPrompts()
{
if (!size())
return std::vector<HelpPrompt>();
std::vector<HelpPrompt> prompts =
mEntries.at(mCursor).data.elements.back().component->getHelpPrompts();
if (size() > 1) {
bool addMovePrompt = true;
for (auto it = prompts.cbegin(); it != prompts.cend(); it++) {
if (it->first == "up/down" || it->first == "up/down/left/right") {
addMovePrompt = false;
break;
}
}
if (addMovePrompt)
prompts.push_back(HelpPrompt("up/down", "choose"));
}
return prompts;
}
bool ComponentList::moveCursor(int amt)
{
bool ret = listInput(amt);
listInput(0);
return ret;
}