ES-DE/es-core/src/GuiComponent.h

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// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// GuiComponent.h
//
// Basic GUI component handling such as placement, rotation, Z-order, rendering and animation.
//
#ifndef ES_CORE_GUI_COMPONENT_H
#define ES_CORE_GUI_COMPONENT_H
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#include "math/Misc.h"
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#include "math/Transform4x4f.h"
#include "HelpPrompt.h"
#include "HelpStyle.h"
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#include "InputConfig.h"
#include <functional>
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#include <memory>
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#define DEFAULT_TEXTCOLOR 0x777777FF
#define DEFAULT_INVERTED_TEXTCOLOR 0x444444FF
#define DEFAULT_INVERTED_IMAGECOLOR 0x666666FF
#define DEFAULT_COLORSHIFT 0xFFFFFFFF
#define ICONCOLOR_SCRAPERMARKED 0xFF5555FF
#define ICONCOLOR_USERMARKED 0x5555FFFF
#define TEXTCOLOR_SCRAPERMARKED 0x992222FF
#define TEXTCOLOR_USERMARKED 0x222299FF
#define DISABLED_OPACITY 80
class Animation;
class AnimationController;
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class Font;
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class InputConfig;
class ThemeData;
class Window;
class GuiComponent
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{
public:
GuiComponent(Window* window);
virtual ~GuiComponent();
virtual void textInput(const char* text);
// Called when input is received.
// Return true if the input is consumed, false if
// it should continue to be passed to other children.
virtual bool input(InputConfig* config, Input input);
// Called when time passes.
// Default implementation calls updateSelf(deltaTime) and updateChildren(deltaTime).
// So you should probably call GuiComponent::update(deltaTime) at some point (or at
// least updateSelf so animations work).
virtual void update(int deltaTime);
// Called when it's time to render.
// By default, just calls renderChildren(parentTrans * getTransform()).
// You probably want to override this like so:
// 1. Calculate the new transform that your control will draw at with
// Transform4x4f t = parentTrans * getTransform().
// 2. Set the renderer to use that new transform as the model matrix
// Renderer::setMatrix(t);
// 3. Draw your component.
// 4. Tell your children to render, based on your component's transform - renderChildren(t).
virtual void render(const Transform4x4f& parentTrans);
Vector3f getPosition() const;
inline void setPosition(const Vector3f& offset)
{ setPosition(offset.x(), offset.y(), offset.z()); }
void setPosition(float x, float y, float z = 0.0f);
virtual void onPositionChanged() {};
// Sets the origin as a percentage of this image.
// (e.g. (0, 0) is top left, (0.5, 0.5) is the center.)
Vector2f getOrigin() const;
void setOrigin(float originX, float originY);
inline void setOrigin(Vector2f origin) { setOrigin(origin.x(), origin.y()); }
virtual void onOriginChanged() {};
// Sets the rotation origin as a percentage of this image.
// (e.g. (0, 0) is top left, (0.5, 0.5) is the center.)
Vector2f getRotationOrigin() const;
void setRotationOrigin(float originX, float originY);
inline void setRotationOrigin(Vector2f origin)
{ setRotationOrigin(origin.x(), origin.y()); }
virtual Vector2f getSize() const;
inline void setSize(const Vector2f& size) { setSize(size.x(), size.y()); }
void setSize(float w, float h);
virtual void onSizeChanged() {};
virtual Vector2f getRotationSize() const { return getSize(); };
float getRotation() const;
void setRotation(float rotation);
inline void setRotationDegrees(float rotation) {
setRotation(static_cast<float>(ES_DEG_TO_RAD(rotation))); }
float getScale() const;
void setScale(float scale);
float getZIndex() const;
void setZIndex(float zIndex);
float getDefaultZIndex() const;
void setDefaultZIndex(float zIndex);
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bool isVisible() const;
void setVisible(bool visible);
// Returns the center point of the image (takes origin into account).
Vector2f getCenter() const;
void setParent(GuiComponent* parent);
GuiComponent* getParent() const;
void addChild(GuiComponent* cmp);
void removeChild(GuiComponent* cmp);
void clearChildren();
void sortChildren();
unsigned int getChildCount() const;
GuiComponent* getChild(unsigned int i) const;
// Animation will be automatically deleted when it completes or is stopped.
bool isAnimationPlaying(unsigned char slot) const;
bool isAnimationReversed(unsigned char slot) const;
int getAnimationTime(unsigned char slot) const;
void setAnimation(Animation* animation, int delay = 0,
std::function<void()> finishedCallback = nullptr,
bool reverse = false, unsigned char slot = 0);
bool stopAnimation(unsigned char slot);
// Like stopAnimation, but doesn't call finishedCallback - only removes the animation, leaving
// things in their current state. Returns true if successful (an animation was in this slot).
bool cancelAnimation(unsigned char slot);
// Calls update(1.f) and finishedCallback, then deletes the animation - basically skips
// to the end. Returns true if successful (an animation was in this slot).
bool finishAnimation(unsigned char slot);
// Returns true if successful (an animation was in this slot).
bool advanceAnimation(unsigned char slot, unsigned int time);
void stopAllAnimations();
void cancelAllAnimations();
virtual bool isListScrolling() { return false; };
virtual void stopListScrolling() {};
virtual unsigned char getOpacity() const;
virtual void setOpacity(unsigned char opacity);
virtual unsigned int getColor() const;
virtual unsigned int getColorShift() const;
virtual void setColor(unsigned int color);
virtual float getSaturation() const;
virtual void setSaturation(float saturation);
virtual void setColorShift(unsigned int color);
virtual void setOriginalColor(unsigned int color) { mColorOriginalValue = color; };
virtual void setChangedColor(unsigned int color) { mColorChangedValue = color; };
// These functions are used to enable and disable options in menus, i.e. switches and similar.
virtual void setEnabled() { mEnabled = true; };
virtual void setDisabled() { mEnabled = false; };
const Transform4x4f& getTransform();
virtual std::string getValue() const;
virtual void setValue(const std::string& value);
virtual std::string getHiddenValue() const;
virtual void setHiddenValue(const std::string& value);
virtual void onFocusGained() {};
virtual void onFocusLost() {};
virtual void onShow();
virtual void onHide();
virtual void onPauseVideo();
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virtual void onUnpauseVideo();
virtual bool isVideoPaused() { return false; };
virtual void setRenderView(bool status) { mRenderView = status; }
virtual bool getRenderView() { return mRenderView; };
virtual void onScreenSaverActivate();
virtual void onScreenSaverDeactivate();
virtual void onGameLaunchedActivate();
virtual void onGameLaunchedDeactivate();
virtual void topWindow(bool isTop);
// Default implementation just handles <pos> and <size> tags as normalized float pairs.
// You probably want to keep this behavior for any derived classes as well as add your own.
virtual void applyTheme(const std::shared_ptr<ThemeData>& theme,
const std::string& view, const std::string& element, unsigned int properties);
// Returns a list of help prompts.
virtual std::vector<HelpPrompt> getHelpPrompts() { return std::vector<HelpPrompt>(); };
// Called whenever help prompts change.
void updateHelpPrompts();
virtual HelpStyle getHelpStyle();
// Returns true if the component is busy doing background processing (e.g. HTTP downloads).
bool isProcessing() const;
const static unsigned char MAX_ANIMATIONS = 4;
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protected:
void renderChildren(const Transform4x4f& transform) const;
void updateSelf(int deltaTime); // Updates animations.
void updateChildren(int deltaTime); // Updates animations.
unsigned char mOpacity;
unsigned int mColor;
float mSaturation;
unsigned char mColorOpacity;
unsigned int mColorShift;
unsigned int mColorShiftEnd;
unsigned int mColorOriginalValue;
unsigned int mColorChangedValue;
Window* mWindow;
GuiComponent* mParent;
std::vector<GuiComponent*> mChildren;
Vector3f mPosition;
Vector2f mOrigin;
Vector2f mRotationOrigin;
Vector2f mSize;
float mRotation = 0.0;
float mScale = 1.0;
float mDefaultZIndex = 0;
float mZIndex = 0;
bool mIsProcessing;
bool mVisible;
bool mEnabled;
bool mRenderView;
private:
// Don't access this directly! Use getTransform()!
Transform4x4f mTransform;
AnimationController* mAnimationMap[MAX_ANIMATIONS];
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};
#endif // ES_CORE_GUI_COMPONENT_H