ES-DE/src/components/GuiList.cpp

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#include "GuiList.h"
#include <iostream>
GuiList::GuiList()
{
mSelection = 0;
InputManager::registerComponent(this);
}
GuiList::~GuiList()
{
InputManager::unregisterComponent(this);
}
void GuiList::onRender()
{
const int cutoff = 40;
const int entrySize = 40;
int startEntry = 0;
//number of entries that can fit on the screen simultaniously
int screenCount = (Renderer::getScreenHeight() - cutoff) / entrySize;
screenCount -= 1;
if((int)mRowVector.size() >= screenCount)
{
startEntry = mSelection - (screenCount * 0.5);
if(startEntry < 0)
startEntry = 0;
if(startEntry >= (int)mRowVector.size() - screenCount)
startEntry = mRowVector.size() - screenCount;
}
int y = cutoff;
int color = 0xFF0000;
if(mRowVector.size() == 0)
{
Renderer::drawCenteredText("The list is empty.", y, color);
return;
}
int listCutoff = startEntry + screenCount;
if(listCutoff > (int)mRowVector.size())
listCutoff = mRowVector.size();
for(int i = startEntry; i < listCutoff; i++)
{
if(mSelection == i)
{
Renderer::drawRect(0, y, Renderer::getScreenWidth(), 52, 0x000000);
}
ListRow row = mRowVector.at((unsigned int)i);
Renderer::drawCenteredText(row.name, y, row.color);
y += 40;
}
}
void GuiList::onInput(InputManager::InputButton button, bool keyDown)
{
if(mRowVector.size() > 0 && keyDown)
{
if(button == InputManager::DOWN)
mSelection++;
if(button == InputManager::UP)
mSelection--;
if(mSelection < 0)
mSelection += mRowVector.size();
if(mSelection >= (int)mRowVector.size())
mSelection -= mRowVector.size();
}
}
void GuiList::addObject(std::string name, void* obj, int color)
{
ListRow row = {name, obj, color};
mRowVector.push_back(row);
}
void GuiList::clear()
{
mRowVector.clear();
mSelection = 0;
}
std::string GuiList::getSelectedName()
{
return mRowVector.at(mSelection).name;
}
void* GuiList::getSelectedObject()
{
return mRowVector.at(mSelection).object;
}
int GuiList::getSelection()
{
return mSelection;
}