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

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// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// ComponentList.h
//
// Used to lay out and navigate lists in GUI menus.
//
#ifndef ES_CORE_COMPONENTS_COMPONENT_LIST_H
#define ES_CORE_COMPONENTS_COMPONENT_LIST_H
#include "IList.h"
struct ComponentListElement {
ComponentListElement(const std::shared_ptr<GuiComponent>& cmp = nullptr,
bool resize_w = true,
bool inv = true)
: component(cmp)
, resize_width(resize_w)
, invert_when_selected(inv)
{
}
std::shared_ptr<GuiComponent> component;
bool resize_width;
bool invert_when_selected;
};
struct ComponentListRow {
std::vector<ComponentListElement> elements;
// The input handler is called when the user enters any input while this row is
// highlighted (including up/down).
// Return false to let the list try to use it or true if the input has been consumed.
// If no input handler is supplied (input_handler == nullptr), the default behavior is
// to forward the input to the rightmost element in the currently selected row.
std::function<bool(InputConfig*, Input)> input_handler;
void addElement(const std::shared_ptr<GuiComponent>& component,
bool resize_width,
bool invert_when_selected = true)
{
elements.push_back(ComponentListElement(component, resize_width, invert_when_selected));
}
// Utility function for making an input handler for "when the users presses A on this, do func".
void makeAcceptInputHandler(const std::function<void()>& func)
{
input_handler = [func](InputConfig* config, Input input) -> bool {
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if (config->isMappedTo("a", input) && input.value != 0) {
func();
return true;
}
return false;
};
}
};
class ComponentList : public IList<ComponentListRow, void*>
{
public:
ComponentList(Window* window);
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enum ScrollIndicator {
SCROLL_NONE, // Replace with AllowShortEnumsOnASingleLine: false (clang-format >=11.0).
SCROLL_UP,
SCROLL_UP_DOWN,
SCROLL_DOWN
};
void addRow(const ComponentListRow& row, bool setCursorHere = false);
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void textInput(const std::string& text) override;
bool input(InputConfig* config, Input input) override;
void update(int deltaTime) override;
void render(const glm::mat4& parentTrans) override;
virtual std::vector<HelpPrompt> getHelpPrompts() override;
void onSizeChanged() override;
void onFocusGained() override { mFocused = true; }
void onFocusLost() override { mFocused = false; }
bool moveCursor(int amt);
int getCursorId() const { return mCursor; }
float getTotalRowHeight() const;
float getRowHeight(int row) const { return getRowHeight(mEntries.at(row).data); }
void resetScrollIndicatorStatus()
{
mScrollIndicatorStatus = SCROLL_NONE;
if (mScrollIndicatorChangedCallback != nullptr)
mScrollIndicatorChangedCallback(mScrollIndicatorStatus, false);
}
void setCursorChangedCallback(const std::function<void(CursorState state)>& callback)
{
mCursorChangedCallback = callback;
}
const std::function<void(CursorState state)>& getCursorChangedCallback() const
{
return mCursorChangedCallback;
}
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void setScrollIndicatorChangedCallback(
const std::function<void(ScrollIndicator state, bool singleRowScroll)>& callback)
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{
mScrollIndicatorChangedCallback = callback;
}
protected:
void onCursorChanged(const CursorState& state) override;
private:
bool mFocused;
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bool mSetupCompleted;
bool mBottomCameraOffset;
bool mSingleRowScroll;
void updateCameraOffset();
void updateElementPosition(const ComponentListRow& row);
void updateElementSize(const ComponentListRow& row);
float getRowHeight(const ComponentListRow& row) const;
float mHorizontalPadding;
float mSelectorBarOffset;
float mCameraOffset;
std::function<void(CursorState state)> mCursorChangedCallback;
std::function<void(ScrollIndicator state, bool singleRowScroll)>
mScrollIndicatorChangedCallback;
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ScrollIndicator mScrollIndicatorStatus;
};
#endif // ES_CORE_COMPONENTS_COMPONENT_LIST_H