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 "GridTileComponent.h"
#include "Log.h"
#include "animations/LambdaAnimation.h"
#include "components/IList.h"
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#include "resources/TextureResource.h"
#define EXTRAITEMS 2
enum ScrollDirection {
SCROLL_VERTICALLY, // Replace with AllowShortEnumsOnASingleLine: false (clang-format >=11.0).
SCROLL_HORIZONTALLY
};
enum ImageSource {
THUMBNAIL, // Replace with AllowShortEnumsOnASingleLine: false (clang-format >=11.0).
IMAGE,
MIXIMAGE,
SCREENSHOT,
COVER,
MARQUEE,
BOX3D
};
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;
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 glm::mat4& 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;
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;
glm::vec2 mAutoLayout;
float mAutoLayoutZoom;
glm::vec4 mPadding;
glm::vec2 mMargin;
glm::vec2 mTileSize;
glm::ivec2 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)
{
glm::vec2 screen{static_cast<float>(Renderer::getScreenWidth()),
static_cast<float>(Renderer::getScreenHeight())};
mCamera = 0.0f;
mCameraDirection = 1.0f;
mAutoLayout = glm::vec2{};
mAutoLayoutZoom = 1.0f;
mStartPosition = 0;
mEntriesDirty = true;
mLastCursor = 0;
mDefaultGameTexture = ":/graphics/cartridge.svg";
mDefaultFolderTexture = ":/graphics/folder.svg";
mSize = screen * 0.80f;
mMargin = screen * 0.07f;
mPadding = {};
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;
glm::ivec2 dir{};
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 != glm::ivec2{}) {
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 glm::mat4& parentTrans)
{
glm::mat4 trans{getTransform() * parentTrans};
glm::mat4 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 = glm::translate(tileTrans, glm::vec3{offsetX, offsetY, 0.0f});
if (mEntriesDirty) {
updateTiles();
mEntriesDirty = false;
}
// Create a clipRect to hide tiles used to buffer texture loading.
float scaleX = trans[0].x;
float scaleY = trans[1].y;
glm::ivec2 pos{static_cast<int>(std::round(trans[3].x)),
static_cast<int>(std::round(trans[3].y))};
glm::ivec2 size{static_cast<int>(std::round(mSize.x * scaleX)),
static_cast<int>(std::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;
glm::vec2 screen{static_cast<float>(Renderer::getScreenWidth()),
static_cast<float>(Renderer::getScreenHeight())};
const ThemeData::ThemeElement* elem = theme->getElement(view, element, "imagegrid");
if (elem) {
if (elem->has("margin"))
mMargin = elem->get<glm::vec2>("margin") * screen;
if (elem->has("padding"))
mPadding =
elem->get<glm::vec4>("padding") * glm::vec4{screen.x, screen.y, screen.x, screen.y};
if (elem->has("autoLayout"))
mAutoLayout = elem->get<glm::vec2>("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 == "miximage")
mImageSource = MIXIMAGE;
else if (direction == "screenshot")
mImageSource = SCREENSHOT;
else if (direction == "cover")
mImageSource = COVER;
else if (direction == "marquee")
mImageSource = MARQUEE;
else if (direction == "3dbox")
mImageSource = BOX3D;
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;
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// 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;
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// mEntries are already loaded at this point, so we need to update them with
// the new folder image texture.
for (auto it = mEntries.begin(); it != mEntries.end(); it++) {
if ((*it).data.texturePath == oldDefaultFolderTexture)
(*it).data.texturePath = mDefaultFolderTexture;
}
}
}
}
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// 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<glm::vec2>("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);
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// Trigger the call manually if the theme has 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 == static_cast<int>(mEntries.size()) - 1)
direction = !direction;
int oldStart = mStartPosition;
int dimScrollable = (isVertical() ? mGridDimension.y : mGridDimension.x) - 2 * EXTRAITEMS;
int dimOpposite = isVertical() ? mGridDimension.x : mGridDimension.y;
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int centralCol = static_cast<int>((static_cast<float>(dimScrollable) - 0.5f) / 2.0f);
int maxCentralCol = dimScrollable / 2;
int oldCol = (mLastCursor / dimOpposite);
int col = (mCursor / dimOpposite);
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int lastCol = static_cast<int>((mEntries.size() - 1) / dimOpposite);
int lastScroll = std::max(0, (lastCol + 1 - dimScrollable));
float startPos = 0;
float endPos = 1;
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if (reinterpret_cast<GuiComponent*>(this)->isAnimationPlaying(2)) {
startPos = 0;
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reinterpret_cast<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 < static_cast<int>(mTiles.size()))
oldTile = mTiles[oldIdx];
int newIdx = mCursor - mStartPosition + (dimOpposite * EXTRAITEMS);
if (isScrollLoop()) {
if (newIdx < 0)
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newIdx += static_cast<int>(mEntries.size());
else if (newIdx >= static_cast<int>(mTiles.size()))
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newIdx -= static_cast<int>(mEntries.size());
}
if (newIdx >= 0 && newIdx < static_cast<int>(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);
}
}
glm::vec3 oldPos{};
if (oldTile != nullptr && oldTile != newTile) {
oldPos = oldTile->getBackgroundPosition();
oldTile->setSelected(false, true, nullptr, true);
}
if (newTile != nullptr)
newTile->setSelected(true, true, oldPos == glm::vec3{} ? 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 -= 1.0f;
float pct = glm::mix(0.0f, 1.0f, t * t * t + 1.0f);
t = startPos * (1.0f - pct) + endPos * pct;
mCamera = t;
};
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reinterpret_cast<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 -= static_cast<int>(floorf(dimScrollable / 2.0f));
}
glm::vec2 tileDistance{mTileSize + mMargin};
if (mAutoLayout.x != 0.0f && mAutoLayout.y != 0.0f) {
auto x = (mSize.x - (mMargin.x * (mAutoLayout.x - 1.0f)) - mPadding.x - mPadding.z) /
static_cast<int>(mAutoLayout.x);
auto y = (mSize.y - (mMargin.y * (mAutoLayout.y - 1.0f)) - mPadding.y - mPadding.w) /
static_cast<int>(mAutoLayout.y);
mTileSize = glm::vec2{x, y};
tileDistance = mTileSize + mMargin;
}
bool vert = isVertical();
glm::vec2 startPosition{mTileSize / 2.0f};
startPosition.x += mPadding.x;
startPosition.y += mPadding.y;
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);
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// In Vertical mode, tiles are ordered from left to right, then from top to bottom.
// In Horizontal mode, 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 != 0.0f)
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 < static_cast<int>(mTiles.size()); ti++) {
std::shared_ptr<GridTileComponent> tile = mTiles.at(ti);
tile->setSelected(false);
tile->setImage(mDefaultGameTexture);
tile->setVisible(false);
}
return;
}
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// Temporarily store the previous textures so that they can't be unloaded.
std::vector<std::shared_ptr<TextureResource>> previousTextures;
for (int ti = 0; ti < static_cast<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 : static_cast<int>(mTiles.size()) - 1;
int end = ascending ? static_cast<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)
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imgPos += static_cast<int>(mEntries.size());
else if (imgPos >= size())
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imgPos -= static_cast<int>(mEntries.size());
}
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// If we have more tiles than we can display on screen, hide them.
// Same for tiles out of the buffer.
if (imgPos < 0 || imgPos >= size() || tilePos < 0 ||
tilePos >= static_cast<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 >= static_cast<int>(mTiles.size()))
idx = 0;
glm::vec3 pos{mTiles.at(idx)->getBackgroundPosition()};
tile->setSelected(true, allowAnimation, &pos);
}
else {
tile->setSelected(imgPos == mCursor, allowAnimation);
}
}
}
}
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// Calculate how many tiles of size mTileSize we can fit in a grid of size mSize using
// a margin size of mMargin.
template <typename T> void ImageGridComponent<T>::calcGridDimension()
{
// grid_size = columns * tile_size + (columns - 1) * margin
// <=> columns = (grid_size + margin) / (tile_size + margin)
glm::vec2 gridDimension{(mSize + mMargin) / (mTileSize + mMargin)};
if (mAutoLayout.x != 0.0f && mAutoLayout.y != 0.0f)
gridDimension = mAutoLayout;
mLastRowPartial = floorf(gridDimension.y) != gridDimension.y;
// Ceil y dim so we can display partial last row.
mGridDimension = glm::ivec2{static_cast<const int>(gridDimension.x),
static_cast<const int>(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";
}
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// Add extra tiles to both sides.
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)) <=
static_cast<int>(mEntries.size());
return (mGridDimension.y * (mGridDimension.x - 2 * EXTRAITEMS)) <=
static_cast<int>(mEntries.size());
}
#endif // ES_CORE_COMPONENTS_IMAGE_GRID_COMPONENT_H