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

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// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// IList.h
//
// List base class, used by both the gamelist views and the menus.
//
#ifndef ES_CORE_COMPONENTS_ILIST_H
#define ES_CORE_COMPONENTS_ILIST_H
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#include "components/ImageComponent.h"
#include "utils/StringUtil.h"
#include "Window.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 tier 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},
{0, 16}
};
const ScrollTierList LIST_SCROLL_STYLE_QUICK = {
3,
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 {
std::string name;
UserData object;
EntryData data;
};
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protected:
int mCursor;
int mScrollTier;
int mScrollVelocity;
int mScrollTierAccumulator;
int mScrollCursorAccumulator;
unsigned char mTitleOverlayOpacity;
unsigned int mTitleOverlayColor;
const ScrollTierList& mTierList;
const ListLoopType mLoopType;
std::vector<Entry> mEntries;
Window* mWindow;
public:
IList(
Window* window,
const ScrollTierList& tierList = LIST_SCROLL_STYLE_QUICK,
const ListLoopType& loopType = LIST_PAUSE_AT_END)
: GuiComponent(window),
mTierList(tierList),
mLoopType(loopType),
mWindow(window)
{
mCursor = 0;
mScrollTier = 0;
mScrollVelocity = 0;
mScrollTierAccumulator = 0;
mScrollCursorAccumulator = 0;
mTitleOverlayOpacity = 0x00;
mTitleOverlayColor = 0xFFFFFF00;
}
bool isScrolling() const
{
return (mScrollVelocity != 0 && mScrollTier > 0);
}
int getScrollingVelocity()
{
return mScrollVelocity;
}
void stopScrolling()
{
// if (mScrollTier >= 2)
// NavigationSounds::getInstance()->playThemeNavigationSound(SCROLLSOUND);
mTitleOverlayOpacity = 0;
listInput(0);
if (mScrollVelocity == 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;
}
inline const UserData& getNext() const
{
// If there is a next entry, then return it, otherwise return the current entry.
if (mCursor + 1 < mEntries.size())
return mEntries.at(mCursor+1).object;
else
return mEntries.at(mCursor).object;
}
inline const UserData& getPrevious() const
{
// If there is a previous entry, then return it, otherwise return the current entry.
if (mCursor != 0)
return mEntries.at(mCursor-1).object;
else
return mEntries.at(mCursor).object;
}
inline const UserData& getFirst() const
{
assert(size() > 0);
return mEntries.front().object;
}
inline const UserData& getLast() const
{
assert(size() > 0);
return mEntries.back().object;
}
void setCursor(typename std::vector<Entry>::const_iterator& it)
{
assert(it != mEntries.cend());
mCursor = it - mEntries.cbegin();
onCursorChanged(CURSOR_STOPPED);
}
// Returns true if successful (select is in our list), false if not.
bool setCursor(const UserData& obj)
{
for (auto it = mEntries.cbegin(); it != mEntries.cend(); it++) {
if ((*it).object == obj) {
mCursor = static_cast<int>(it - mEntries.cbegin());
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.cbegin(); it != mEntries.cend(); it++) {
if ((*it).object == obj) {
remove(it);
return true;
}
}
return false;
}
inline int size() const
{
return static_cast<int>(mEntries.size());
}
protected:
void remove(typename std::vector<Entry>::const_iterator& it)
{
if (mCursor > 0 && it - mEntries.cbegin() <= mCursor) {
mCursor--;
onCursorChanged(CURSOR_STOPPED);
}
mEntries.erase(it);
}
bool listFirstRow()
{
mCursor = 0;
onCursorChanged(CURSOR_STOPPED);
onScroll();
return true;
}
bool listLastRow()
{
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mCursor = static_cast<int>(mEntries.size()) - 1;
onCursorChanged(CURSOR_STOPPED);
onScroll();
return true;
}
bool listInput(int velocity) // A velocity of 0 = stop scrolling.
{
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.
// Fade in if scroll tier is >= 1, otherwise fade out.
const int dir = (mScrollTier >= mTierList.count - 1) ? 1 : -1;
// We simply translate the time directly to opacity, i.e. no scaling is performed.
int op = mTitleOverlayOpacity + deltaTime * dir;
if (op >= 255)
mTitleOverlayOpacity = 255;
else if (op <= 0)
mTitleOverlayOpacity = 0;
else
mTitleOverlayOpacity = static_cast<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++;
}
// Should we go to the next scrolling tier?
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 (!Settings::getInstance()->getBool("ListScrollOverlay"))
return;
if (size() == 0 || mTitleOverlayOpacity == 0) {
mWindow->renderListScrollOverlay(0, "");
return;
}
std::string titleIndex;
bool favoritesSorting;
if (getSelected()->getSystem()->isCustomCollection())
favoritesSorting = Settings::getInstance()->getBool("FavFirstCustom");
else
favoritesSorting = Settings::getInstance()->getBool("FavoritesFirst");
if (favoritesSorting && getSelected()->getFavorite()) {
#if defined(_MSC_VER) // MSVC compiler.
titleIndex = Utils::String::wideStringToString(L"\uF005");
#else
titleIndex = "\uF005";
#endif
}
else {
titleIndex = getSelected()->getName();
if (titleIndex.size()) {
titleIndex[0] = toupper(titleIndex[0]);
if (titleIndex.size() > 1) {
titleIndex = titleIndex.substr(0, 2);
titleIndex[1] = tolower(titleIndex[1]);
}
}
}
// The actual rendering takes place in Window to make sure that the overlay is placed on
// top of all GUI elements but below the info popups and GPU statistics overlay.
mWindow->renderListScrollOverlay(mTitleOverlayOpacity, titleIndex);
}
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();
mCursor = cursor;
onCursorChanged((mScrollTier > 0) ? CURSOR_SCROLLING : CURSOR_STOPPED);
}
virtual void onCursorChanged(const CursorState& /*state*/) {}
virtual void onScroll() {}
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};
#endif // ES_CORE_COMPONENTS_ILIST_H