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

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// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// ImageGridComponent.cpp
//
// X*Y image grid, used by GridGameListView.
//
#ifndef ES_CORE_COMPONENTS_IMAGE_GRID_COMPONENT_H
#define ES_CORE_COMPONENTS_IMAGE_GRID_COMPONENT_H
#include "Log.h"
#include "animations/LambdaAnimation.h"
#include "components/IList.h"
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#include "resources/TextureResource.h"
#include "GridTileComponent.h"
#define EXTRAITEMS 2
enum ScrollDirection {
SCROLL_VERTICALLY,
SCROLL_HORIZONTALLY
};
enum ImageSource {
THUMBNAIL,
IMAGE,
MARQUEE
};
struct ImageGridData {
std::string texturePath;
};
template<typename T>
class ImageGridComponent : public IList<ImageGridData, T>
{
protected:
using IList<ImageGridData, T>::mEntries;
using IList<ImageGridData, T>::mScrollTier;
using IList<ImageGridData, T>::listUpdate;
using IList<ImageGridData, T>::listInput;
using IList<ImageGridData, T>::listRenderTitleOverlay;
using IList<ImageGridData, T>::getTransform;
using IList<ImageGridData, T>::mSize;
using IList<ImageGridData, T>::mCursor;
using IList<ImageGridData, T>::mWindow;
// The following change is required for compilation with Clang.
// http://www.open-std.org/jtc1/sc22/wg21/docs/cwg_active.html#2070
// using IList<ImageGridData, T>::Entry;
using IList<ImageGridData, T>::IList;
public:
using IList<ImageGridData, T>::size;
using IList<ImageGridData, T>::isScrolling;
using IList<ImageGridData, T>::stopScrolling;
ImageGridComponent(Window* window);
void add(const std::string& name, const std::string& imagePath, const T& obj);
bool input(InputConfig* config, Input input) override;
void update(int deltaTime) override;
void render(const Transform4x4f& parentTrans) override;
virtual void applyTheme(const std::shared_ptr<ThemeData>& theme, const std::string& view,
const std::string& element, unsigned int properties) override;
void onSizeChanged() override;
inline void setCursorChangedCallback(const std::function<void(CursorState state)>& func)
{ mCursorChangedCallback = func; }
ImageSource getImageSource() { return mImageSource; };
protected:
virtual void onCursorChanged(const CursorState& state) override;
private:
// Tiles.
void buildTiles();
void updateTiles(bool ascending = true, bool allowAnimation = true,
bool updateSelectedState = true);
void updateTileAtPos(int tilePos, int imgPos, bool allowAnimation, bool updateSelectedState);
void calcGridDimension();
bool isScrollLoop();
bool isVertical() { return mScrollDirection == SCROLL_VERTICALLY; };
// Images and entries.
bool mEntriesDirty;
int mLastCursor;
std::string mDefaultGameTexture;
std::string mDefaultFolderTexture;
// Tiles.
bool mLastRowPartial;
Vector2f mAutoLayout;
float mAutoLayoutZoom;
Vector4f mPadding;
Vector2f mMargin;
Vector2f mTileSize;
Vector2i mGridDimension;
std::shared_ptr<ThemeData> mTheme;
std::vector< std::shared_ptr<GridTileComponent> > mTiles;
int mStartPosition;
float mCamera;
float mCameraDirection;
// Miscellaneous.
bool mAnimate;
bool mCenterSelection;
bool mScrollLoop;
ScrollDirection mScrollDirection;
ImageSource mImageSource;
std::function<void(CursorState state)> mCursorChangedCallback;
};
template<typename T>
ImageGridComponent<T>::ImageGridComponent(Window* window) : IList<ImageGridData, T>(window)
{
Vector2f screen = Vector2f((float)Renderer::getScreenWidth(),
(float)Renderer::getScreenHeight());
mCamera = 0.0;
mCameraDirection = 1.0;
mAutoLayout = Vector2f::Zero();
mAutoLayoutZoom = 1.0;
mStartPosition = 0;
mEntriesDirty = true;
mLastCursor = 0;
mDefaultGameTexture = ":/graphics/cartridge.svg";
mDefaultFolderTexture = ":/graphics/folder.svg";
mSize = screen * 0.80f;
mMargin = screen * 0.07f;
mPadding = Vector4f::Zero();
mTileSize = GridTileComponent::getDefaultTileSize();
mAnimate = true;
mCenterSelection = false;
mScrollLoop = false;
mScrollDirection = SCROLL_VERTICALLY;
mImageSource = THUMBNAIL;
}
template<typename T>
void ImageGridComponent<T>::add(const std::string& name, const std::string& imagePath, const T& obj)
{
typename IList<ImageGridData, T>::Entry entry;
entry.name = name;
entry.object = obj;
entry.data.texturePath = imagePath;
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static_cast<IList<ImageGridData, T>*>(this)->add(entry);
mEntriesDirty = true;
}
template<typename T>
bool ImageGridComponent<T>::input(InputConfig* config, Input input)
{
if (input.value != 0) {
int idx = isVertical() ? 0 : 1;
Vector2i dir = Vector2i::Zero();
if (config->isMappedLike("up", input))
dir[1 ^ idx] = -1;
else if (config->isMappedLike("down", input))
dir[1 ^ idx] = 1;
else if (config->isMappedLike("left", input))
dir[0 ^ idx] = -1;
else if (config->isMappedLike("right", input))
dir[0 ^ idx] = 1;
if (dir != Vector2i::Zero()) {
if (isVertical())
listInput(dir.x() + dir.y() * mGridDimension.x());
else
listInput(dir.x() + dir.y() * mGridDimension.y());
return true;
}
}
else {
if (config->isMappedLike("up", input) || config->isMappedLike("down", input) ||
config->isMappedLike("left", input) || config->isMappedLike("right", input))
stopScrolling();
}
return GuiComponent::input(config, input);
}
template<typename T>
void ImageGridComponent<T>::update(int deltaTime)
{
GuiComponent::update(deltaTime);
listUpdate(deltaTime);
for (auto it = mTiles.begin(); it != mTiles.end(); it++)
(*it)->update(deltaTime);
}
template<typename T>
void ImageGridComponent<T>::render(const Transform4x4f& parentTrans)
{
Transform4x4f trans = getTransform() * parentTrans;
Transform4x4f tileTrans = trans;
float offsetX = isVertical() ? 0.0f : mCamera * mCameraDirection *
(mTileSize.x() + mMargin.x());
float offsetY = isVertical() ? mCamera * mCameraDirection *
(mTileSize.y() + mMargin.y()) : 0.0f;
tileTrans.translate(Vector3f(offsetX, offsetY, 0.0));
if (mEntriesDirty) {
updateTiles();
mEntriesDirty = false;
}
// Create a clipRect to hide tiles used to buffer texture loading.
float scaleX = trans.r0().x();
float scaleY = trans.r1().y();
Vector2i pos((int)Math::round(trans.translation()[0]),
(int)Math::round(trans.translation()[1]));
Vector2i size((int)Math::round(mSize.x() * scaleX),
(int)Math::round(mSize.y() * scaleY));
Renderer::pushClipRect(pos, size);
// Render all the tiles but the selected one.
std::shared_ptr<GridTileComponent> selectedTile = nullptr;
for (auto it = mTiles.begin(); it != mTiles.end(); it++) {
std::shared_ptr<GridTileComponent> tile = (*it);
// If it's the selected image, keep it for later, otherwise render it now.
if (tile->isSelected())
selectedTile = tile;
else
tile->render(tileTrans);
}
Renderer::popClipRect();
// Render the selected image on top of the others.
if (selectedTile != nullptr)
selectedTile->render(tileTrans);
listRenderTitleOverlay(trans);
GuiComponent::renderChildren(trans);
}
template<typename T>
void ImageGridComponent<T>::applyTheme(const std::shared_ptr<ThemeData>& theme,
const std::string& view, const std::string& element, unsigned int properties)
{
// Apply theme to GuiComponent but not the size property, which will be applied
// at the end of this function.
GuiComponent::applyTheme(theme, view, element, properties ^ ThemeFlags::SIZE);
// Keep the theme pointer to apply it on the tiles later on.
mTheme = theme;
Vector2f screen = Vector2f((float)Renderer::getScreenWidth(),
(float)Renderer::getScreenHeight());
const ThemeData::ThemeElement* elem = theme->getElement(view, element, "imagegrid");
if (elem) {
if (elem->has("margin"))
mMargin = elem->get<Vector2f>("margin") * screen;
if (elem->has("padding"))
mPadding = elem->get<Vector4f>("padding") *
Vector4f(screen.x(), screen.y(), screen.x(), screen.y());
if (elem->has("autoLayout"))
mAutoLayout = elem->get<Vector2f>("autoLayout");
if (elem->has("autoLayoutSelectedZoom"))
mAutoLayoutZoom = elem->get<float>("autoLayoutSelectedZoom");
if (elem->has("imageSource")) {
auto direction = elem->get<std::string>("imageSource");
if (direction == "image")
mImageSource = IMAGE;
else if (direction == "marquee")
mImageSource = MARQUEE;
else
mImageSource = THUMBNAIL;
}
else {
mImageSource = THUMBNAIL;
}
if (elem->has("scrollDirection"))
mScrollDirection = (ScrollDirection)(elem->
get<std::string>("scrollDirection") == "horizontal");
if (elem->has("centerSelection")) {
mCenterSelection = (elem->get<bool>("centerSelection"));
if (elem->has("scrollLoop"))
mScrollLoop = (elem->get<bool>("scrollLoop"));
}
if (elem->has("animate"))
mAnimate = (elem->get<bool>("animate"));
else
mAnimate = true;
if (elem->has("gameImage")) {
std::string path = elem->get<std::string>("gameImage");
if (!ResourceManager::getInstance()->fileExists(path)) {
LOG(LogWarning) << "Could not replace default game image, check path: " << path;
}
else {
std::string oldDefaultGameTexture = mDefaultGameTexture;
mDefaultGameTexture = path;
// mEntries are already loaded at this point, so we need to
// update them with the new game image texture.
for (auto it = mEntries.begin(); it != mEntries.end(); it++) {
if ((*it).data.texturePath == oldDefaultGameTexture)
(*it).data.texturePath = mDefaultGameTexture;
}
}
}
if (elem->has("folderImage")) {
std::string path = elem->get<std::string>("folderImage");
if (!ResourceManager::getInstance()->fileExists(path)) {
LOG(LogWarning) << "Could not replace default folder image, check path: " << path;
}
else {
std::string oldDefaultFolderTexture = mDefaultFolderTexture;
mDefaultFolderTexture = path;
// mEntries are already loaded at this point, so we need to
// update them with new folder image texture.
for (auto it = mEntries.begin(); it != mEntries.end(); it++) {
if ((*it).data.texturePath == oldDefaultFolderTexture)
(*it).data.texturePath = mDefaultFolderTexture;
}
}
}
}
// We still need to manually get the grid tile size here, so we can recalculate
// the new grid dimension, and THEN (re)build the tiles.
elem = theme->getElement(view, "default", "gridtile");
mTileSize = elem && elem->has("size") ?
elem->get<Vector2f>("size") * screen :
GridTileComponent::getDefaultTileSize();
// Apply size property which will trigger a call to onSizeChanged() which will build the tiles.
GuiComponent::applyTheme(theme, view, element, ThemeFlags::SIZE);
// Trigger the call manually if the theme have no "imagegrid" element.
if (!elem)
buildTiles();
}
template<typename T>
void ImageGridComponent<T>::onSizeChanged()
{
buildTiles();
updateTiles();
}
template<typename T>
void ImageGridComponent<T>::onCursorChanged(const CursorState& state)
{
if (mLastCursor == mCursor) {
if (state == CURSOR_STOPPED && mCursorChangedCallback)
mCursorChangedCallback(state);
return;
}
bool direction = mCursor >= mLastCursor;
int diff = direction ? mCursor - mLastCursor : mLastCursor - mCursor;
if (isScrollLoop() && diff == mEntries.size() - 1)
direction = !direction;
int oldStart = mStartPosition;
int dimScrollable = (isVertical() ? mGridDimension.y() : mGridDimension.x()) - 2 * EXTRAITEMS;
int dimOpposite = isVertical() ? mGridDimension.x() : mGridDimension.y();
int centralCol = (int)(dimScrollable - 0.5) / 2;
int maxCentralCol = dimScrollable / 2;
int oldCol = (mLastCursor / dimOpposite);
int col = (mCursor / dimOpposite);
int lastCol = ((mEntries.size() - 1) / dimOpposite);
int lastScroll = std::max(0, (lastCol + 1 - dimScrollable));
float startPos = 0;
float endPos = 1;
if (((GuiComponent*)this)->isAnimationPlaying(2)) {
startPos = 0;
((GuiComponent*)this)->cancelAnimation(2);
updateTiles(direction, false, false);
}
if (mAnimate) {
std::shared_ptr<GridTileComponent> oldTile = nullptr;
std::shared_ptr<GridTileComponent> newTile = nullptr;
int oldIdx = mLastCursor - mStartPosition + (dimOpposite * EXTRAITEMS);
if (oldIdx >= 0 && oldIdx < mTiles.size())
oldTile = mTiles[oldIdx];
int newIdx = mCursor - mStartPosition + (dimOpposite * EXTRAITEMS);
if (isScrollLoop()) {
if (newIdx < 0)
newIdx += mEntries.size();
else if (newIdx >= mTiles.size())
newIdx -= mEntries.size();
}
if (newIdx >= 0 && newIdx < mTiles.size())
newTile = mTiles[newIdx];
for (auto it = mTiles.begin(); it != mTiles.end(); it++) {
if ((*it)->isSelected() && *it != oldTile && *it != newTile) {
startPos = 0;
(*it)->setSelected(false, false, nullptr);
}
}
Vector3f oldPos = Vector3f::Zero();
if (oldTile != nullptr && oldTile != newTile) {
oldPos = oldTile->getBackgroundPosition();
oldTile->setSelected(false, true, nullptr, true);
}
if (newTile != nullptr)
newTile->setSelected(true, true, oldPos == Vector3f::Zero() ? nullptr : &oldPos, true);
}
int firstVisibleCol = mStartPosition / dimOpposite;
if ((col < centralCol || (col == 0 && col == centralCol)) && !mCenterSelection) {
mStartPosition = 0;
}
else if ((col - centralCol) > lastScroll && !mCenterSelection && !isScrollLoop()) {
mStartPosition = lastScroll * dimOpposite;
}
else if ((maxCentralCol != centralCol && col == firstVisibleCol + maxCentralCol) ||
col == firstVisibleCol + centralCol) {
if (col == firstVisibleCol + maxCentralCol)
mStartPosition = (col - maxCentralCol) * dimOpposite;
else
mStartPosition = (col - centralCol) * dimOpposite;
}
else {
if (oldCol == firstVisibleCol + maxCentralCol)
mStartPosition = (col - maxCentralCol) * dimOpposite;
else
mStartPosition = (col - centralCol) * dimOpposite;
}
auto lastCursor = mLastCursor;
mLastCursor = mCursor;
mCameraDirection = direction ? -1.0f : 1.0f;
mCamera = 0;
if (lastCursor < 0 || !mAnimate) {
updateTiles(direction, mAnimate && (lastCursor >= 0 || isScrollLoop()));
if (mCursorChangedCallback)
mCursorChangedCallback(state);
return;
}
if (mCursorChangedCallback)
mCursorChangedCallback(state);
bool moveCamera = (oldStart != mStartPosition);
auto func = [this, startPos, endPos, moveCamera](float t) {
if (!moveCamera)
return;
t -= 1; // cubic ease out
float pct = Math::lerp(0, 1, t*t*t + 1);
t = startPos * (1.0f - pct) + endPos * pct;
mCamera = t;
};
((GuiComponent*)this)->setAnimation(new LambdaAnimation(func, 250), 0, [this, direction] {
mCamera = 0;
updateTiles(direction, false);
}, false, 2);
}
// Create and position tiles (mTiles).
template<typename T>
void ImageGridComponent<T>::buildTiles()
{
mStartPosition = 0;
mTiles.clear();
calcGridDimension();
if (mCenterSelection) {
int dimScrollable = (isVertical() ? mGridDimension.y() :
mGridDimension.x()) - 2 * EXTRAITEMS;
mStartPosition -= (int) Math::floorf(dimScrollable / 2.0f);
}
Vector2f tileDistance = mTileSize + mMargin;
if (mAutoLayout.x() != 0 && mAutoLayout.y() != 0) {
auto x = (mSize.x() - (mMargin.x() * (mAutoLayout.x() - 1)) - mPadding.x() -
mPadding.z()) / (int) mAutoLayout.x();
auto y = (mSize.y() - (mMargin.y() * (mAutoLayout.y() - 1)) - mPadding.y() -
mPadding.w()) / (int) mAutoLayout.y();
mTileSize = Vector2f(x, y);
tileDistance = mTileSize + mMargin;
}
bool vert = isVertical();
Vector2f startPosition = mTileSize / 2;
startPosition += mPadding.v2();
int X;
int Y;
// Layout tile size and position.
for (int y = 0; y < (vert ? mGridDimension.y() : mGridDimension.x()); y++) {
for (int x = 0; x < (vert ? mGridDimension.x() : mGridDimension.y()); x++) {
// Create tiles.
auto tile = std::make_shared<GridTileComponent>(mWindow);
// In Vertical mod, tiles are ordered from left to right, then from top to bottom.
// In Horizontal mod, tiles are ordered from top to bottom, then from left to right.
X = vert ? x : y - EXTRAITEMS;
Y = vert ? y - EXTRAITEMS : x;
tile->setPosition(X * tileDistance.x() + startPosition.x(), Y *
tileDistance.y() + startPosition.y());
tile->setOrigin(0.5f, 0.5f);
tile->setImage("");
if (mTheme)
tile->applyTheme(mTheme, "grid", "gridtile", ThemeFlags::ALL);
if (mAutoLayout.x() != 0 && mAutoLayout.y() != 0)
tile->forceSize(mTileSize, mAutoLayoutZoom);
mTiles.push_back(tile);
}
}
}
template<typename T>
void ImageGridComponent<T>::updateTiles(bool ascending, bool allowAnimation,
bool updateSelectedState)
{
if (!mTiles.size())
return;
// Stop updating the tiles at highest scroll speed.
if (mScrollTier == 3) {
for (int ti = 0; ti < (int)mTiles.size(); ti++) {
std::shared_ptr<GridTileComponent> tile = mTiles.at(ti);
tile->setSelected(false);
tile->setImage(mDefaultGameTexture);
tile->setVisible(false);
}
return;
}
// Temporary store previous texture so they can't be unloaded.
std::vector<std::shared_ptr<TextureResource>> previousTextures;
for (int ti = 0; ti < (int)mTiles.size(); ti++) {
std::shared_ptr<GridTileComponent> tile = mTiles.at(ti);
previousTextures.push_back(tile->getTexture());
}
// If going down, update from top to bottom.
// If going up, update from bottom to top.
int scrollDirection = ascending ? 1 : -1;
int ti = ascending ? 0 : (int)mTiles.size() - 1;
int end = ascending ? (int)mTiles.size() : -1;
int img = mStartPosition + ti;
img -= EXTRAITEMS * (isVertical() ? mGridDimension.x() : mGridDimension.y());
// Update the tiles.
while (ti != end) {
updateTileAtPos(ti, img, allowAnimation, updateSelectedState);
ti += scrollDirection;
img += scrollDirection;
}
if (updateSelectedState)
mLastCursor = mCursor;
mLastCursor = mCursor;
}
template<typename T>
void ImageGridComponent<T>::updateTileAtPos(int tilePos, int imgPos,
bool allowAnimation, bool updateSelectedState)
{
std::shared_ptr<GridTileComponent> tile = mTiles.at(tilePos);
if (isScrollLoop()) {
if (imgPos < 0)
imgPos += mEntries.size();
else if (imgPos >= size())
imgPos -= mEntries.size();
}
// If we have more tiles than we have to display images on screen, hide them.
// Same for tiles out of the buffer.
if (imgPos < 0 || imgPos >= size() || tilePos < 0 || tilePos >= (int) mTiles.size()) {
if (updateSelectedState)
tile->setSelected(false, allowAnimation);
tile->reset();
tile->setVisible(false);
}
else {
tile->setVisible(true);
std::string imagePath = mEntries.at(imgPos).data.texturePath;
if (ResourceManager::getInstance()->fileExists(imagePath))
tile->setImage(imagePath);
else if (mEntries.at(imgPos).object->getType() == 2)
tile->setImage(mDefaultFolderTexture);
else
tile->setImage(mDefaultGameTexture);
if (updateSelectedState) {
if (imgPos == mCursor && mCursor != mLastCursor) {
int dif = mCursor - tilePos;
int idx = mLastCursor - dif;
if (idx < 0 || idx >= mTiles.size())
idx = 0;
Vector3f pos = mTiles.at(idx)->getBackgroundPosition();
tile->setSelected(true, allowAnimation, &pos);
}
else {
tile->setSelected(imgPos == mCursor, allowAnimation);
}
}
}
}
// Calculate how much tiles of size mTileSize we can fit in a grid of size mSize using
// a margin of size mMargin.
template<typename T>
void ImageGridComponent<T>::calcGridDimension()
{
// grid_size = columns * tile_size + (columns - 1) * margin
// <=> columns = (grid_size + margin) / (tile_size + margin)
Vector2f gridDimension = (mSize + mMargin) / (mTileSize + mMargin);
if (mAutoLayout.x() != 0 && mAutoLayout.y() != 0)
gridDimension = mAutoLayout;
mLastRowPartial = Math::floorf(gridDimension.y()) != gridDimension.y();
// Ceil y dim so we can display partial last row.
mGridDimension = Vector2i(gridDimension.x(), Math::ceilf(gridDimension.y()));
// Grid dimension validation.
if (mGridDimension.x() < 1) {
LOG(LogError) << "Theme defined grid X dimension below 1";
}
if (mGridDimension.y() < 1) {
LOG(LogError) << "Theme defined grid Y dimension below 1";
}
// Add extra tiles to both sides: Add EXTRAITEMS before, EXTRAITEMS after.
if (isVertical())
mGridDimension.y() += 2 * EXTRAITEMS;
else
mGridDimension.x() += 2 * EXTRAITEMS;
}
template<typename T>
bool ImageGridComponent<T>::isScrollLoop() {
if (!mScrollLoop)
return false;
if (isVertical())
return (mGridDimension.x() * (mGridDimension.y() - 2 * EXTRAITEMS)) <= mEntries.size();
return (mGridDimension.y() * (mGridDimension.x() - 2 * EXTRAITEMS)) <= mEntries.size();
};
#endif // ES_CORE_COMPONENTS_IMAGE_GRID_COMPONENT_H