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

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#pragma once
#include <string>
#include <vector>
#include <memory>
#include "GuiComponent.h"
#include "components/ImageComponent.h"
#include "resources/Font.h"
#include "Renderer.h"
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#include "PowerSaver.h"
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enum CursorState
{
CURSOR_STOPPED,
CURSOR_SCROLLING
};
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enum ListLoopType
{
LIST_ALWAYS_LOOP,
LIST_PAUSE_AT_END,
LIST_NEVER_LOOP
};
struct ScrollTier
{
int length; // how long we stay on this level before going to the next
int scrollDelay; // how long between scrolls
};
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struct ScrollTierList
{
const int count;
const ScrollTier* tiers;
};
// default scroll tiers
const ScrollTier QUICK_SCROLL_TIERS[] = {
{500, 500},
{2000, 114},
{4000, 32},
{0, 16}
};
const ScrollTierList LIST_SCROLL_STYLE_QUICK = { 4, QUICK_SCROLL_TIERS };
const ScrollTier SLOW_SCROLL_TIERS[] = {
{500, 500},
{0, 200}
};
const ScrollTierList LIST_SCROLL_STYLE_SLOW = { 2, SLOW_SCROLL_TIERS };
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template <typename EntryData, typename UserData>
class IList : public GuiComponent
{
public:
struct Entry
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{
std::string name;
UserData object;
EntryData data;
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};
protected:
int mCursor;
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int mScrollTier;
int mScrollVelocity;
int mScrollTierAccumulator;
int mScrollCursorAccumulator;
unsigned char mTitleOverlayOpacity;
unsigned int mTitleOverlayColor;
ImageComponent mGradient;
std::shared_ptr<Font> mTitleOverlayFont;
const ScrollTierList& mTierList;
const ListLoopType mLoopType;
std::vector<Entry> mEntries;
public:
IList(Window* window, const ScrollTierList& tierList = LIST_SCROLL_STYLE_QUICK, const ListLoopType& loopType = LIST_PAUSE_AT_END) : GuiComponent(window),
mGradient(window), mTierList(tierList), mLoopType(loopType)
{
mCursor = 0;
mScrollTier = 0;
mScrollVelocity = 0;
mScrollTierAccumulator = 0;
mScrollCursorAccumulator = 0;
mTitleOverlayOpacity = 0x00;
mTitleOverlayColor = 0xFFFFFF00;
mGradient.setResize((float)Renderer::getScreenWidth(), (float)Renderer::getScreenHeight());
mGradient.setImage(":/scroll_gradient.png");
mTitleOverlayFont = Font::get(FONT_SIZE_LARGE);
}
bool isScrolling() const
{
return (mScrollVelocity != 0 && mScrollTier > 0);
}
int getScrollingVelocity()
{
return mScrollVelocity;
}
void stopScrolling()
{
listInput(0);
onCursorChanged(CURSOR_STOPPED);
}
void clear()
{
mEntries.clear();
mCursor = 0;
listInput(0);
onCursorChanged(CURSOR_STOPPED);
}
inline const std::string& getSelectedName()
{
assert(size() > 0);
return mEntries.at(mCursor).name;
}
inline const UserData& getSelected() const
{
assert(size() > 0);
return mEntries.at(mCursor).object;
}
void setCursor(typename std::vector<Entry>::iterator& it)
{
assert(it != mEntries.end());
mCursor = it - mEntries.begin();
onCursorChanged(CURSOR_STOPPED);
}
// returns true if successful (select is in our list), false if not
bool setCursor(const UserData& obj)
{
for(auto it = mEntries.begin(); it != mEntries.end(); it++)
{
if((*it).object == obj)
{
mCursor = it - mEntries.begin();
onCursorChanged(CURSOR_STOPPED);
return true;
}
}
return false;
}
// entry management
void add(const Entry& e)
{
mEntries.push_back(e);
}
bool remove(const UserData& obj)
{
for(auto it = mEntries.begin(); it != mEntries.end(); it++)
{
if((*it).object == obj)
{
remove(it);
return true;
}
}
return false;
}
inline int size() const { return mEntries.size(); }
protected:
void remove(typename std::vector<Entry>::iterator& it)
{
if(mCursor > 0 && it - mEntries.begin() <= mCursor)
{
mCursor--;
onCursorChanged(CURSOR_STOPPED);
}
mEntries.erase(it);
}
bool listInput(int velocity) // a velocity of 0 = stop scrolling
{
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PowerSaver::setState(velocity == 0);
// generate an onCursorChanged event in the stopped state when the user lets go of the key
if(velocity == 0 && mScrollVelocity != 0)
onCursorChanged(CURSOR_STOPPED);
mScrollVelocity = velocity;
mScrollTier = 0;
mScrollTierAccumulator = 0;
mScrollCursorAccumulator = 0;
int prevCursor = mCursor;
scroll(mScrollVelocity);
return (prevCursor != mCursor);
}
void listUpdate(int deltaTime)
{
// update the title overlay opacity
const int dir = (mScrollTier >= mTierList.count - 1) ? 1 : -1; // fade in if scroll tier is >= 1, otherwise fade out
int op = mTitleOverlayOpacity + deltaTime*dir; // we just do a 1-to-1 time -> opacity, no scaling
if(op >= 255)
mTitleOverlayOpacity = 255;
else if(op <= 0)
mTitleOverlayOpacity = 0;
else
mTitleOverlayOpacity = (unsigned char)op;
if(mScrollVelocity == 0 || size() < 2)
return;
mScrollCursorAccumulator += deltaTime;
mScrollTierAccumulator += deltaTime;
// we delay scrolling until after scroll tier has updated so isScrolling() returns accurately during onCursorChanged callbacks
// we don't just do scroll tier first because it would not catch the scrollDelay == tier length case
int scrollCount = 0;
while(mScrollCursorAccumulator >= mTierList.tiers[mScrollTier].scrollDelay)
{
mScrollCursorAccumulator -= mTierList.tiers[mScrollTier].scrollDelay;
scrollCount++;
}
// are we ready to go even FASTER?
while(mScrollTier < mTierList.count - 1 && mScrollTierAccumulator >= mTierList.tiers[mScrollTier].length)
{
mScrollTierAccumulator -= mTierList.tiers[mScrollTier].length;
mScrollTier++;
}
// actually perform the scrolling
for(int i = 0; i < scrollCount; i++)
scroll(mScrollVelocity);
}
void listRenderTitleOverlay(const Transform4x4f& trans)
{
if(size() == 0 || !mTitleOverlayFont || mTitleOverlayOpacity == 0)
return;
// we don't bother caching this because it's only two letters and will change pretty much every frame if we're scrolling
const std::string text = getSelectedName().size() >= 2 ? getSelectedName().substr(0, 2) : "??";
Vector2f off = mTitleOverlayFont->sizeText(text);
off[0] = (Renderer::getScreenWidth() - off.x()) * 0.5f;
off[1] = (Renderer::getScreenHeight() - off.y()) * 0.5f;
Transform4x4f identTrans = Transform4x4f::Identity();
mGradient.setOpacity(mTitleOverlayOpacity);
mGradient.render(identTrans);
TextCache* cache = mTitleOverlayFont->buildTextCache(text, off.x(), off.y(), 0xFFFFFF00 | mTitleOverlayOpacity);
mTitleOverlayFont->renderTextCache(cache); // relies on mGradient's render for Renderer::setMatrix()
delete cache;
}
void scroll(int amt)
{
if(mScrollVelocity == 0 || size() < 2)
return;
int cursor = mCursor + amt;
int absAmt = amt < 0 ? -amt : amt;
// stop at the end if we've been holding down the button for a long time or
// we're scrolling faster than one item at a time (e.g. page up/down)
// otherwise, loop around
if((mLoopType == LIST_PAUSE_AT_END && (mScrollTier > 0 || absAmt > 1)) ||
mLoopType == LIST_NEVER_LOOP)
{
if(cursor < 0)
{
cursor = 0;
mScrollVelocity = 0;
mScrollTier = 0;
}else if(cursor >= size())
{
cursor = size() - 1;
mScrollVelocity = 0;
mScrollTier = 0;
}
}else{
while(cursor < 0)
cursor += size();
while(cursor >= size())
cursor -= size();
}
if(cursor != mCursor)
onScroll(absAmt);
mCursor = cursor;
onCursorChanged((mScrollTier > 0) ? CURSOR_SCROLLING : CURSOR_STOPPED);
}
virtual void onCursorChanged(const CursorState& state) {}
virtual void onScroll(int amt) {}
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};