2021-09-07 15:21:54 +00:00
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// SPDX-License-Identifier: MIT
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//
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// EmulationStation Desktop Edition
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// FlexboxComponent.cpp
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//
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// Flexbox layout component.
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//
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2021-10-12 20:53:02 +00:00
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#define DEFAULT_DIRECTION "row"
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#define DEFAULT_ALIGNMENT "left"
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#define DEFAULT_ITEMS_PER_LINE 4
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#define DEFAULT_LINES 2
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#define DEFAULT_ITEM_PLACEMENT "center"
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#define DEFAULT_MARGIN_X std::roundf(0.01f * Renderer::getScreenWidth())
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#define DEFAULT_MARGIN_Y std::roundf(0.01f * Renderer::getScreenHeight())
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2021-10-11 19:28:37 +00:00
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2021-09-07 15:21:54 +00:00
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#include "components/FlexboxComponent.h"
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#include "Settings.h"
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#include "ThemeData.h"
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FlexboxComponent::FlexboxComponent(Window* window, std::vector<FlexboxItem>& items)
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: GuiComponent{window}
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, mItems(items)
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, mDirection{DEFAULT_DIRECTION}
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, mAlignment{DEFAULT_ALIGNMENT}
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, mLines{DEFAULT_LINES}
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, mItemsPerLine{DEFAULT_ITEMS_PER_LINE}
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, mItemPlacement{DEFAULT_ITEM_PLACEMENT}
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, mItemMargin{glm::vec2{DEFAULT_MARGIN_X, DEFAULT_MARGIN_Y}}
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, mOverlayPosition{0.5f, 0.5f}
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, mOverlaySize{0.5f}
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, mLayoutValid{false}
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{
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}
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void FlexboxComponent::render(const glm::mat4& parentTrans)
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{
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if (!isVisible())
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return;
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if (!mLayoutValid)
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computeLayout();
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glm::mat4 trans{parentTrans * getTransform()};
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Renderer::setMatrix(trans);
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if (Settings::getInstance()->getBool("DebugImage"))
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Renderer::drawRect(0.0f, 0.0f, ceilf(mSize.x), ceilf(mSize.y), 0xFF000033, 0xFF000033);
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for (auto& item : mItems) {
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if (!item.visible)
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continue;
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if (mOpacity == 255) {
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item.baseImage.render(trans);
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if (item.overlayImage.getTexture() != nullptr)
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item.overlayImage.render(trans);
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}
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else {
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item.baseImage.setOpacity(mOpacity);
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item.baseImage.render(trans);
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item.baseImage.setOpacity(255);
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if (item.overlayImage.getTexture() != nullptr) {
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item.overlayImage.setOpacity(mOpacity);
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item.overlayImage.render(trans);
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item.overlayImage.setOpacity(255);
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}
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}
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}
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}
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void FlexboxComponent::setItemMargin(glm::vec2 value)
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{
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if (value.x == -1.0f)
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mItemMargin.x = std::roundf(value.y * Renderer::getScreenHeight());
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else
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mItemMargin.x = std::roundf(value.x * Renderer::getScreenWidth());
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if (value.y == -1.0f)
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mItemMargin.y = std::roundf(value.x * Renderer::getScreenWidth());
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else
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mItemMargin.y = std::roundf(value.y * Renderer::getScreenHeight());
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mLayoutValid = false;
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}
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void FlexboxComponent::computeLayout()
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{
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// If we're not clamping itemMargin to a reasonable value, all kinds of weird rendering
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// issues could occur.
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mItemMargin.x = glm::clamp(mItemMargin.x, 0.0f, mSize.x / 2.0f);
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mItemMargin.y = glm::clamp(mItemMargin.y, 0.0f, mSize.y / 2.0f);
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// Also keep the size within reason.
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mSize.x = glm::clamp(mSize.x, static_cast<float>(Renderer::getScreenWidth()) * 0.03f,
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static_cast<float>(Renderer::getScreenWidth()));
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mSize.y = glm::clamp(mSize.y, static_cast<float>(Renderer::getScreenHeight()) * 0.03f,
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static_cast<float>(Renderer::getScreenHeight()));
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if (mItemsPerLine * mLines < mItems.size()) {
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LOG(LogWarning)
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<< "FlexboxComponent: Invalid theme configuration, the number of badges"
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" exceeds the product of <lines> times <itemsPerLine>, setting <itemsPerLine> to "
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<< mItems.size();
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mItemsPerLine = static_cast<unsigned int>(mItems.size());
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}
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glm::vec2 grid{};
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if (mDirection == "row")
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grid = {mItemsPerLine, mLines};
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else
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grid = {mLines, mItemsPerLine};
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glm::vec2 maxItemSize{(mSize + mItemMargin - grid * mItemMargin) / grid};
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float rowHeight{0.0f};
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bool firstItem{true};
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// Calculate maximum item dimensions.
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for (auto& item : mItems) {
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if (!item.visible)
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continue;
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glm::vec2 sizeDiff{item.baseImage.getSize() / maxItemSize};
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// The first item dictates the maximum width for the rest.
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if (firstItem) {
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maxItemSize.x = (item.baseImage.getSize() / std::max(sizeDiff.x, sizeDiff.y)).x;
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sizeDiff = item.baseImage.getSize() / maxItemSize;
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item.baseImage.setSize((item.baseImage.getSize() / std::max(sizeDiff.x, sizeDiff.y)));
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firstItem = false;
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}
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else {
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item.baseImage.setSize((item.baseImage.getSize() / std::max(sizeDiff.x, sizeDiff.y)));
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}
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if (item.baseImage.getSize().y > rowHeight)
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rowHeight = item.baseImage.getSize().y;
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}
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// Update the maximum item height.
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maxItemSize.y = 0.0f;
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for (auto& item : mItems) {
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if (!item.visible)
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continue;
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if (item.baseImage.getSize().y > maxItemSize.y)
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maxItemSize.y = item.baseImage.getSize().y;
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}
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maxItemSize = glm::round(maxItemSize);
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bool alignRight{mAlignment == "right"};
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float alignRightComp{0.0f};
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// If right-aligning, move the overall container contents during grid setup.
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if (alignRight && mDirection == "row")
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alignRightComp =
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std::round(mSize.x - ((maxItemSize.x + mItemMargin.x) * grid.x) + mItemMargin.x);
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std::vector<glm::vec2> itemPositions;
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// Lay out the grid.
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if (mDirection == "row") {
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for (int y = 0; y < grid.y; y++) {
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for (int x = 0; x < grid.x; x++) {
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itemPositions.push_back(
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glm::vec2{(x * (maxItemSize.x + mItemMargin.x) + alignRightComp),
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y * (rowHeight + mItemMargin.y)});
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}
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}
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}
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else if (mDirection == "column" && !alignRight) {
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for (int x = 0; x < grid.x; x++) {
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for (int y = 0; y < grid.y; y++) {
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itemPositions.push_back(glm::vec2{(x * (maxItemSize.x + mItemMargin.x)),
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y * (rowHeight + mItemMargin.y)});
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}
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}
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}
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else { // Right-aligned.
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for (int x = 0; x < grid.x; x++) {
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for (int y = 0; y < grid.y; y++) {
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itemPositions.push_back(
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glm::vec2{(mSize.x - (x * (maxItemSize.x + mItemMargin.x)) - maxItemSize.x),
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y * (rowHeight + mItemMargin.y)});
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}
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}
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}
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int pos{0};
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float lastY{0.0f};
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float itemsOnLastRow{0};
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// Position items on the grid.
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for (auto& item : mItems) {
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if (!item.visible)
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continue;
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if (mDirection == "row" && pos > 0) {
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if (itemPositions[pos - 1].y < itemPositions[pos].y) {
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lastY = itemPositions[pos].y;
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itemsOnLastRow = 0;
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}
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}
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float verticalOffset{0.0f};
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// For any items that do not fill the maximum height, position these either on
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// top/start (implicit), center or bottom/end.
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if (item.baseImage.getSize().y < maxItemSize.y) {
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if (mItemPlacement == "center") {
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verticalOffset = std::floor((maxItemSize.y - item.baseImage.getSize().y) / 2.0f);
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}
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else if (mItemPlacement == "end") {
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verticalOffset = maxItemSize.y - item.baseImage.getSize().y;
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}
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}
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item.baseImage.setPosition(itemPositions[pos].x, itemPositions[pos].y + verticalOffset,
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0.0f);
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// Optional overlay image.
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if (item.overlayImage.getTexture() != nullptr) {
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item.overlayImage.setResize(item.baseImage.getSize().x * mOverlaySize, 0.0f);
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item.overlayImage.setPosition(
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item.baseImage.getPosition().x + (item.baseImage.getSize().x * mOverlayPosition.x) -
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item.overlayImage.getSize().x / 2.0f,
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item.baseImage.getPosition().y + (item.baseImage.getSize().y * mOverlayPosition.y) -
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item.overlayImage.getSize().y / 2.0f);
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}
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// This rasterizes the SVG images so they look nice and smooth.
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item.baseImage.setResize(item.baseImage.getSize());
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itemsOnLastRow++;
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pos++;
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}
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// Apply right-align to the items if we're using row mode.
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if (alignRight && mDirection == "row") {
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for (auto& item : mItems) {
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if (!item.visible)
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continue;
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glm::vec3 currPos{item.baseImage.getPosition()};
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if (currPos.y == lastY) {
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const float offset{(grid.x - itemsOnLastRow) * (maxItemSize.x + mItemMargin.x)};
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item.baseImage.setPosition(currPos.x + offset, currPos.y, currPos.z);
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if (item.overlayImage.getTexture() != nullptr) {
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currPos = item.overlayImage.getPosition();
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item.overlayImage.setPosition(currPos.x + offset, currPos.y, currPos.z);
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}
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}
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}
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}
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mLayoutValid = true;
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}
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