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

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// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// FlexboxComponent.cpp
//
// Flexbox layout component.
// Used by gamelist views.
//
#include "components/FlexboxComponent.h"
#include <numeric>
#include "Settings.h"
#include "ThemeData.h"
#include "resources/TextureResource.h"
FlexboxComponent::FlexboxComponent(Window* window, unsigned int assumeChildren)
: GuiComponent(window)
, mDirection(DEFAULT_DIRECTION)
, mWrap(DEFAULT_WRAP)
, mJustifyContent(DEFAULT_JUSTIFY_CONTENT)
, mAlign(DEFAULT_ALIGN)
, mAssumeChildren(assumeChildren)
{
// Initialize contents of the flexbox.
mSlots = std::vector<std::string>();
mComponents = std::map<std::string, GuiComponent>();
// Initialize flexbox layout.
mVertices = std::map<std::string, glm::vec4>();
// TODO: Should be dependent on the direction property.
mSize = glm::vec2{64.0f * mAssumeChildren, 64.0f};
// TODO: Add definition for default value.
mMargin = glm::vec2{10.0f, 10.0f};
// Calculate flexbox layout.
updateVertices();
}
void FlexboxComponent::onSizeChanged()
{
// TODO: Should be dependent on the direction property.
if (mSize.y == 0.0f)
mSize.y = mSize.x / mAssumeChildren;
else if (mSize.x == 0.0f)
mSize.x = mSize.y * mAssumeChildren;
updateVertices();
}
void FlexboxComponent::updateVertices()
{
// The maximum number of components to be displayed.
const float numSlots = mAssumeChildren;
// The available size to draw in.
const auto size = getSize();
// Compute the number of rows and columns and the item max dimensions.
int rows;
int columns;
float itemWidth;
float itemHeight;
if (mDirection == DIRECTION_ROW) {
if (mWrap != WRAP_NOWRAP) {
// Suppose we have i rows, what would be the average area of an icon? Compute for a
// small number of rows.
std::vector<float> areas;
for (int i = 1; i < 10; i++) {
float area = size.x * size.y;
// Number of vertical gaps.
int verticalGaps = i - 1;
// Area of vertical gaps.
area -= verticalGaps * mMargin.y * size.x;
// Height per item.
float iHeight = (size.y - verticalGaps * mMargin.y) / i;
// Width per item. (Approximation)
// TODO: this is an approximation!
// Solve: area - (iHeight * (iWidth + mMargin.x) * numSlots) + mMargin.x * iHeight =
// 0;
float iWidth = ((area + mMargin.x * iHeight) / (iHeight * numSlots)) - mMargin.x;
// Average area available per badge
float avgArea = iHeight * iWidth;
// Push to the areas array.
areas.push_back(avgArea);
}
// Determine the number of rows based on what results in the largest area per badge
// based on available space.
rows = std::max_element(areas.begin(), areas.end()) - areas.begin() + 1;
// Obtain final item dimensions.
itemHeight = (size.y - (rows - 1) * mMargin.y) / rows;
itemWidth = areas[rows - 1] / itemHeight;
// Compute number of columns.
if (rows == 1)
columns = mAssumeChildren;
else
columns = std::round((size.x + mMargin.x) / (itemWidth + mMargin.x));
}
else {
rows = 1;
columns = mAssumeChildren;
itemHeight = size.y;
itemWidth = size.x / (mAssumeChildren + (mAssumeChildren - 1) * mMargin.x);
}
}
else {
// TODO: Add computation for column direction.
}
// Compute the exact positions and sizes of the components.
mVertices.clear();
if (mDirection == DIRECTION_ROW) {
// Start row.
int row = mWrap == WRAP_REVERSE ? rows : 1;
int item = 0;
// Iterate through all the rows.
for (int c = 0; c < rows && item < mSlots.size(); c++) {
// Pre-compute dimensions of all items in this row.
std::vector<float> widths;
std::vector<float> heights;
int itemTemp = item;
for (int column = 0; column < columns && itemTemp < mSlots.size(); column++) {
glm::vec componentSize = mComponents.find(mSlots[itemTemp])->second.getSize();
float aspectRatioTexture = componentSize.x / componentSize.y;
float aspectRatioItemSpace = itemWidth / itemHeight;
if (aspectRatioTexture > aspectRatioItemSpace) {
widths.push_back(itemWidth);
heights.push_back(itemWidth / aspectRatioTexture);
}
else {
widths.push_back(itemHeight * aspectRatioTexture);
heights.push_back(itemHeight);
}
itemTemp++;
}
// Iterate through the columns.
float xpos = 0;
for (int column = 0; column < columns && item < mSlots.size(); column++) {
// We always go from left to right.
// Here we compute the coordinates of the items.
// Compute final badge x position.
float x;
float totalWidth =
std::accumulate(widths.begin(), widths.end(), decltype(widths)::value_type(0)) +
(widths.size() - 1) * mMargin.x;
if (mJustifyContent == "start") {
x = xpos;
xpos += widths[column] + mMargin.x;
}
else if (mJustifyContent == "end") {
if (column == 0)
xpos += size.x - totalWidth;
x = xpos;
xpos += widths[column] + mMargin.x;
}
else if (mJustifyContent == "center") {
if (column == 0)
xpos += (size.x - totalWidth) / 2;
x = xpos;
xpos += widths[column] + mMargin.x;
}
else if (mJustifyContent == "space-between") {
float gapSize = (size.x - totalWidth) / (widths.size() - 1);
x = xpos;
xpos += widths[column] + gapSize;
}
else if (mJustifyContent == "space-around") {
float gapSize = (size.x - totalWidth) / (widths.size() - 1);
xpos += gapSize / 2;
x = xpos;
xpos += widths[column] + gapSize / 2;
}
else if (mJustifyContent == "space-evenly") {
float gapSize = (size.x - totalWidth) / (widths.size() + 1);
xpos += gapSize;
x = xpos;
}
// Compute final badge y position.
float y = row * itemHeight;
if (mAlign == "end") {
y += itemHeight - heights[column];
}
else if (mAlign == "center") {
y += (itemHeight - heights[column]) / 2;
}
if (mAlign == "stretch") {
heights[column] = itemHeight;
}
LOG(LogError) << "Computed Final Item Position. Row: " << row
<< ", Column: " << column << ", Item: " << item << ", pos: (" << x
<< ", " << y << "), size: (" << widths[column] << ", "
<< heights[column] << ")";
// Store the item's layout.
mVertices[mSlots[item]] = {x, y, widths[column], heights[column]};
// Increment item;
item++;
}
// Iterate the row.
mWrap == WRAP_REVERSE ? row-- : row++;
}
}
}
void FlexboxComponent::render(const glm::mat4& parentTrans)
{
if (!isVisible())
return;
// Render all the child components.
for (unsigned int i = 0; i < mSlots.size(); i++) {
glm::vec4 v = mVertices[mSlots[i]];
auto c = mComponents.find(mSlots[i])->second;
glm::vec2 oldSize = c.getSize();
c.setPosition(v.x, v.y);
c.setSize(v.z, v.w);
c.render(parentTrans);
c.setSize(oldSize);
}
renderChildren(parentTrans);
}
void FlexboxComponent::applyTheme(const std::shared_ptr<ThemeData>& theme,
const std::string& view,
const std::string& element,
unsigned int properties)
{
using namespace ThemeFlags;
// TODO: How to do this without explicit 'badges' property?
const ThemeData::ThemeElement* elem = theme->getElement(view, element, "badges");
if (!elem)
return;
if (properties & DIRECTION && elem->has("direction"))
mDirection = elem->get<std::string>("direction");
if (elem->has("wrap"))
mWrap = elem->get<std::string>("wrap");
if (elem->has("justifyContent"))
mJustifyContent = elem->get<std::string>("justifyContent");
if (elem->has("align"))
mAlign = elem->get<std::string>("align");
GuiComponent::applyTheme(theme, view, element, properties);
// Trigger layout computation.
onSizeChanged();
}
std::vector<HelpPrompt> FlexboxComponent::getHelpPrompts()
{
std::vector<HelpPrompt> prompts;
return prompts;
}