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

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// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// ComponentList.cpp
//
// Used to lay out and navigate lists in GUI menus.
//
#include "components/ComponentList.h"
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#define TOTAL_HORIZONTAL_PADDING_PX 20.0f
ComponentList::ComponentList(Window* window) : IList<ComponentListRow,
void*>(window, LIST_SCROLL_STYLE_SLOW, LIST_NEVER_LOOP)
{
// Adjust the padding relative to the aspect ratio and screen resolution to make it look
// coherent regardless of screen type. The 1.778 aspect ratio value is the 16:9 reference.
float aspectValue = 1.778f / Renderer::getScreenAspectRatio();
mHorizontalPadding = TOTAL_HORIZONTAL_PADDING_PX * aspectValue *
Renderer::getScreenWidthModifier();
mSelectorBarOffset = 0.0f;
mCameraOffset = 0.0f;
mFocused = false;
}
void ComponentList::addRow(const ComponentListRow& row, bool setCursorHere)
{
IList<ComponentListRow, void*>::Entry e;
e.name = "";
e.object = nullptr;
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) {
mCursor = static_cast<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);
}
else if (config->isMappedLike("lefttrigger", input)) {
if (input.value != 0) {
mSelectorBarOffset = 0;
return listFirstRow();
}
}
else if (config->isMappedLike("righttrigger", input)) {
if (input.value != 0) {
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mSelectorBarOffset = mEntries.size() - 1.0f;
return listLastRow();
}
}
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) / 2.0f - (mSize.y() / 2.0f);
// Clamp the camera to prevent a fraction of a row from being displayed.
mCameraOffset = 0.0f;
unsigned int i = 0;
while (mCameraOffset < target && i < mEntries.size()) {
mCameraOffset += getRowHeight(mEntries.at(i).data);
if (mCameraOffset > totalHeight - mSize.y())
break;
i++;
}
if (mCameraOffset < 0)
mCameraOffset = 0;
}
else {
mCameraOffset = 0;
}
}
void ComponentList::render(const Transform4x4f& parentTrans)
{
if (!size())
return;
Transform4x4f trans = parentTrans * getTransform();
// Clip everything to be inside our bounds.
Vector3f dim(mSize.x(), mSize.y(), 0.0f);
dim = trans * dim - trans.translation();
Renderer::pushClipRect(Vector2i(static_cast<int>(std::round(trans.translation().x())),
static_cast<int>(std::round(trans.translation().y()))), Vector2i(static_cast<int>(
std::round(dim.x())), static_cast<int>(std::round(dim.y()))));
// Scroll the camera.
trans.translate(Vector3f(0.0f, -std::round(mCameraOffset), 0.0f));
// Draw our entries.
std::vector<GuiComponent*> drawAfterCursor;
bool drawAll;
for (unsigned int i = 0; i < mEntries.size(); i++) {
auto& entry = mEntries.at(i);
drawAll = !mFocused || i != static_cast<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 or image before inverting, as it would otherwise lead to an ugly
// inverted color (e.g. red inverting to a green hue).
if (i == mCursor && it->component->getValue() != "" ) {
// Check if we're dealing with text or an image component.
bool isTextComponent = true;
unsigned int origColor = it->component->getColor();
if (origColor == 0) {
origColor = it->component->getColorShift();
isTextComponent = false;
}
// Check if the color is neutral.
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 (isTextComponent)
it->component->setColor(DEFAULT_INVERTED_TEXTCOLOR);
else
it->component->setColorShift(DEFAULT_INVERTED_IMAGECOLOR);
it->component->render(trans);
// Revert to the original color after rendering.
if (isTextComponent)
it->component->setColor(origColor);
else
it->component->setColorShift(origColor);
}
}
else {
it->component->render(trans);
}
}
else {
drawAfterCursor.push_back(it->component.get());
}
}
}
// Custom rendering.
Renderer::setMatrix(trans);
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float opacity = mOpacity / 255.0f;
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// 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);
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if (opacity == 1) {
Renderer::drawRect(0.0f, mSelectorBarOffset, mSize.x(),
selectedRowHeight, 0xFFFFFFFF, 0xFFFFFFFF, false, opacity, trans,
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Renderer::Blend::ONE_MINUS_DST_COLOR, Renderer::Blend::ZERO);
Renderer::drawRect(0.0f, mSelectorBarOffset, mSize.x(),
selectedRowHeight, 0x777777FF, 0x777777FF, false, opacity, trans,
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Renderer::Blend::ONE, Renderer::Blend::ONE);
}
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 * Renderer::getScreenHeightModifier(),
0xC6C7C6FF, 0xC6C7C6FF, false, opacity, trans);
y += getRowHeight(mEntries.at(i).data);
}
Renderer::drawRect(0.0f, y, mSize.x(), 1.0f * Renderer::getScreenHeightModifier(),
0xC6C7C6FF, 0xC6C7C6FF, false, opacity, trans);
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 = mHorizontalPadding / 2.0f;
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()) / 2.0f + yOffset);
x += comp->getSize().x();
}
}
void ComponentList::updateElementSize(const ComponentListRow& row)
{
float width = mSize.x() - mHorizontalPadding;
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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());
}
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void ComponentList::textInput(const std::string& 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;
}