ES-DE/es-core/src/components/FlexboxComponent.cpp

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// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// FlexboxComponent.cpp
//
// Flexbox layout component.
//
#define DEFAULT_DIRECTION "row"
#define DEFAULT_ALIGNMENT "left"
#define DEFAULT_ITEMS_PER_LINE 4
#define DEFAULT_LINES 2
#define DEFAULT_ITEM_PLACEMENT "center"
#define DEFAULT_MARGIN_X std::roundf(0.01f * Renderer::getScreenWidth())
#define DEFAULT_MARGIN_Y std::roundf(0.01f * Renderer::getScreenHeight())
#include "components/FlexboxComponent.h"
#include "Settings.h"
#include "ThemeData.h"
FlexboxComponent::FlexboxComponent(Window* window,
std::vector<std::pair<std::string, ImageComponent>>& images)
: GuiComponent{window}
, mImages(images)
, mDirection{DEFAULT_DIRECTION}
, mAlignment{DEFAULT_ALIGNMENT}
, mItemsPerLine{DEFAULT_ITEMS_PER_LINE}
, mLines{DEFAULT_LINES}
, mItemPlacement{DEFAULT_ITEM_PLACEMENT}
, mItemMargin{glm::vec2{DEFAULT_MARGIN_X, DEFAULT_MARGIN_Y}}
, mLayoutValid{false}
{
}
void FlexboxComponent::render(const glm::mat4& parentTrans)
{
if (!isVisible())
return;
if (!mLayoutValid)
computeLayout();
glm::mat4 trans{parentTrans * getTransform()};
Renderer::setMatrix(trans);
if (Settings::getInstance()->getBool("DebugImage"))
Renderer::drawRect(0.0f, 0.0f, mSize.x, mSize.y, 0xFF000033, 0xFF000033);
for (auto& image : mImages) {
if (mOpacity == 255) {
image.second.render(trans);
}
else {
image.second.setOpacity(mOpacity);
image.second.render(trans);
image.second.setOpacity(255);
}
}
}
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void FlexboxComponent::computeLayout()
{
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// Start placing items in the top-left.
float anchorX{0.0f};
float anchorY{0.0f};
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// Translation directions when placing items.
glm::vec2 directionLine{1, 0};
glm::vec2 directionRow{0, 1};
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// Change direction.
if (mDirection == "column") {
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directionLine = {0, 1};
directionRow = {1, 0};
}
// If we're not clamping itemMargin to a reasonable value, all kinds of weird rendering
// issues could occur.
mItemMargin.x = glm::clamp(mItemMargin.x, 0.0f, mSize.x / 2.0f);
mItemMargin.y = glm::clamp(mItemMargin.y, 0.0f, mSize.y / 2.0f);
// Also keep the size within reason.
mSize.x = glm::clamp(mSize.x, static_cast<float>(Renderer::getScreenWidth()) * 0.03f,
static_cast<float>(Renderer::getScreenWidth()));
mSize.y = glm::clamp(mSize.y, static_cast<float>(Renderer::getScreenHeight()) * 0.03f,
static_cast<float>(Renderer::getScreenHeight()));
// Compute maximum image dimensions.
glm::vec2 grid;
if (mDirection == "row")
grid = {mItemsPerLine, mLines};
else
grid = {mLines, mItemsPerLine};
glm::vec2 maxItemSize{(mSize + mItemMargin - grid * mItemMargin) / grid};
maxItemSize.x = floorf(maxItemSize.x);
maxItemSize.y = floorf(maxItemSize.y);
if (grid.x * grid.y < static_cast<float>(mImages.size())) {
LOG(LogWarning) << "FlexboxComponent: Invalid theme configuration, the number of badges "
"exceeds the product of <lines> times <itemsPerLine>";
}
glm::vec2 sizeChange{0.0f, 0.0f};
// Set final image dimensions.
for (auto& image : mImages) {
if (!image.second.isVisible())
continue;
auto oldSize{image.second.getSize()};
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if (oldSize.x == 0)
oldSize.x = maxItemSize.x;
glm::vec2 sizeMaxX{maxItemSize.x, oldSize.y * (maxItemSize.x / oldSize.x)};
glm::vec2 sizeMaxY{oldSize.x * (maxItemSize.y / oldSize.y), maxItemSize.y};
glm::vec2 newSize;
if (sizeMaxX.y > maxItemSize.y)
newSize = sizeMaxY;
else if (sizeMaxY.x > maxItemSize.x)
newSize = sizeMaxX;
else
newSize = sizeMaxX.x * sizeMaxX.y >= sizeMaxY.x * sizeMaxY.y ? sizeMaxX : sizeMaxY;
if (image.second.getSize() != newSize)
image.second.setResize(newSize.x, newSize.y);
// In case maxItemSize needs to be updated.
if (newSize.x != sizeChange.x)
sizeChange.x = newSize.x;
if (newSize.y != sizeChange.y)
sizeChange.y = newSize.y;
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}
if (maxItemSize.x != sizeChange.x)
maxItemSize.x = sizeChange.x;
if (maxItemSize.y != sizeChange.y)
maxItemSize.y = sizeChange.y;
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// Pre-compute layout parameters.
float anchorXStart{anchorX};
float anchorYStart{anchorY};
int i = 0;
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// Iterate through the images.
for (auto& image : mImages) {
if (!image.second.isVisible())
continue;
auto size{image.second.getSize()};
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// Top-left anchor position.
float x{anchorX};
float y{anchorY};
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// Apply alignment.
if (mItemPlacement == "end") {
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x += directionLine.x == 0 ? (maxItemSize.x - size.x) : 0;
y += directionLine.y == 0 ? (maxItemSize.y - size.y) : 0;
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}
else if (mItemPlacement == "center") {
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x += directionLine.x == 0 ? (maxItemSize.x - size.x) / 2 : 0;
y += directionLine.y == 0 ? (maxItemSize.y - size.y) / 2 : 0;
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}
else if (mItemPlacement == "stretch" && mDirection == "row") {
image.second.setSize(image.second.getSize().x, maxItemSize.y);
}
// TODO: Doesn't work correctly.
// Apply overall container alignment.
if (mAlignment == "right")
x += (mSize.x - size.x * grid.x) - mItemMargin.x;
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// Store final item position.
image.second.setPosition(x, y);
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// Translate anchor.
if ((i++ + 1) % std::max(1, static_cast<int>(mItemsPerLine)) != 0) {
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// Translate on same line.
anchorX += (size.x + mItemMargin.x) * static_cast<float>(directionLine.x);
anchorY += (size.y + mItemMargin.y) * static_cast<float>(directionLine.y);
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}
else {
// Translate to first position of next line.
if (directionRow.x == 0) {
anchorY += size.y + mItemMargin.y;
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anchorX = anchorXStart;
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}
else {
anchorX += size.x + mItemMargin.x;
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anchorY = anchorYStart;
}
}
}
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mLayoutValid = true;
}