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 "HelpPrompt.h"
#include "HelpStyle.h"
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#include "InputConfig.h"
#include "animations/AnimationController.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 0xFF7777FF
#define ICONCOLOR_USERMARKED 0x7777FFFF
#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();
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virtual void textInput(const std::string& 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())
// Normally the following steps are required:
// 1. Calculate the new transform that your component will draw at
// glm::mat4 trans{parentTrans * getTransform()};
// 2. Set the renderer to use that new transform as the model matrix
// Renderer::setMatrix(trans);
// 3. Draw your component
// 4. Tell your children to render, based on your component's transform
// renderChildren(trans);
virtual void render(const glm::mat4& parentTrans);
glm::vec3 getPosition() const { return mPosition; }
void setPosition(const glm::vec3& offset) { setPosition(offset.x, offset.y, offset.z); }
void setPosition(float x, float y, float z = 0.0f);
virtual void onPositionChanged() {}
glm::vec2 getOrigin() const { return mOrigin; }
// Sets the origin as a percentage of this image.
// (e.g. (0, 0) is top left, (0.5, 0.5) is the center.)
void setOrigin(float originX, float originY);
void setOrigin(glm::vec2 origin) { setOrigin(origin.x, origin.y); }
virtual void onOriginChanged() {}
glm::vec2 getRotationOrigin() const { return mRotationOrigin; }
// Sets the rotation origin as a percentage of this image.
// (e.g. (0, 0) is top left, (0.5, 0.5) is the center.)
void setRotationOrigin(float originX, float originY)
{
mRotationOrigin = glm::vec2{originX, originY};
}
void setRotationOrigin(glm::vec2 origin) { setRotationOrigin(origin.x, origin.y); }
virtual glm::vec2 getSize() const { return mSize; }
void setSize(const glm::vec2& size) { setSize(size.x, size.y); }
void setSize(float w, float h);
virtual void setResize(float width, float height) {}
virtual void onSizeChanged() {}
virtual glm::vec2 getRotationSize() const { return getSize(); }
float getRotation() const { return mRotation; }
void setRotation(float rotation) { mRotation = rotation; }
void setRotationDegrees(float rotation)
{
setRotation(static_cast<float>(glm::radians(rotation)));
}
float getScale() const { return mScale; }
void setScale(float scale) { mScale = scale; }
float getZIndex() const { return mZIndex; }
void setZIndex(float zIndex) { mZIndex = zIndex; }
float getDefaultZIndex() const { return mDefaultZIndex; }
void setDefaultZIndex(float zIndex) { mDefaultZIndex = zIndex; }
bool isVisible() const { return mVisible; }
void setVisible(bool visible) { mVisible = visible; }
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// Returns the center point of the image (takes origin into account).
glm::vec2 getCenter() const;
void setParent(GuiComponent* parent) { mParent = parent; }
GuiComponent* getParent() const { return mParent; }
void addChild(GuiComponent* cmp);
void removeChild(GuiComponent* cmp);
void clearChildren() { mChildren.clear(); }
void sortChildren();
unsigned int getChildCount() const { return static_cast<int>(mChildren.size()); }
int getChildIndex() const;
GuiComponent* getChild(unsigned int i) const { return mChildren.at(i); }
// Animation will be automatically deleted when it completes or is stopped.
bool isAnimationPlaying(unsigned char slot) const { return mAnimationMap[slot] != nullptr; }
bool isAnimationReversed(unsigned char slot) const
{
assert(mAnimationMap[slot] != nullptr);
return mAnimationMap[slot]->isReversed();
}
int getAnimationTime(unsigned char slot) const
{
assert(mAnimationMap[slot] != nullptr);
return mAnimationMap[slot]->getTime();
}
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 { return mOpacity; }
virtual void setOpacity(unsigned char opacity);
virtual unsigned int getColor() const { return mColor; }
virtual unsigned int getColorShift() const { return mColorShift; }
virtual float getLineSpacing() { return 0.0f; }
virtual void setColor(unsigned int color)
{
mColor = color;
mColorOpacity = mColor & 0x000000FF;
}
virtual float getSaturation() const { return static_cast<float>(mColor); }
virtual void setSaturation(float saturation) { mSaturation = saturation; }
virtual void setColorShift(unsigned int color)
{
mColorShift = color;
mColorShiftEnd = 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 bool getEnabled() { return mEnabled; }
virtual void setEnabled(bool state) { mEnabled = state; }
virtual std::shared_ptr<Font> getFont() const { return nullptr; }
const glm::mat4& getTransform();
virtual std::string getValue() const { return ""; }
virtual void setValue(const std::string& value) {}
virtual std::string getHiddenValue() const { return ""; }
virtual void setHiddenValue(const std::string& value) {}
// Used to set the parameters for ScrollableContainer.
virtual void setScrollParameters(float, float, float) {}
virtual void onFocusGained() {}
virtual void onFocusLost() {}
virtual void onShow();
virtual void onHide();
virtual void onStopVideo();
virtual void onPauseVideo();
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virtual void onUnpauseVideo();
virtual bool isVideoPaused() { return false; }
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() { return HelpStyle(); }
// Returns true if the component is busy doing background processing (e.g. HTTP downloads).
bool isProcessing() const { return mIsProcessing; }
const static unsigned char MAX_ANIMATIONS = 4;
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protected:
void renderChildren(const glm::mat4& transform) const;
void updateSelf(int deltaTime); // Updates animations.
void updateChildren(int deltaTime); // Updates animations.
Window* mWindow;
GuiComponent* mParent;
std::vector<GuiComponent*> mChildren;
unsigned char mOpacity;
unsigned int mColor;
float mSaturation;
unsigned char mColorOpacity;
unsigned int mColorShift;
unsigned int mColorShiftEnd;
unsigned int mColorOriginalValue;
unsigned int mColorChangedValue;
glm::vec3 mPosition;
glm::vec2 mOrigin;
glm::vec2 mRotationOrigin;
glm::vec2 mSize;
float mRotation = 0.0;
float mScale = 1.0;
float mDefaultZIndex = 0;
float mZIndex = 0;
bool mIsProcessing;
bool mVisible;
bool mEnabled;
private:
// Don't access this directly, instead use getTransform().
glm::mat4 mTransform;
AnimationController* mAnimationMap[MAX_ANIMATIONS];
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};
#endif // ES_CORE_GUI_COMPONENT_H