ES-DE/src/components/ComponentList.cpp

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#include "ComponentList.h"
#define TOTAL_HORIZONTAL_PADDING_PX 12
ComponentList::ComponentList(Window* window) : IList<ComponentListRow, void*>(window, LIST_SCROLL_STYLE_SLOW, LIST_NEVER_LOOP)
{
mSelectorBarOffset = 0;
mCameraOffset = 0;
}
void ComponentList::addRow(const ComponentListRow& row)
{
IList<ComponentListRow, void*>::Entry e;
e.name = "";
e.object = NULL;
e.data = row;
this->add(e);
for(auto it = mEntries.back().data.elements.begin(); it != mEntries.back().data.elements.end(); it++)
addChild(it->component.get());
updateElementSize(mEntries.back().data);
updateElementPosition(mEntries.back().data);
}
void ComponentList::onSizeChanged()
{
for(auto it = mEntries.begin(); it != mEntries.end(); it++)
{
updateElementSize(it->data);
updateElementPosition(it->data);
}
}
bool ComponentList::input(InputConfig* config, Input input)
{
if(size() == 0)
return false;
// give it to the current row's input handler
if(mEntries.at(mCursor).data.input_handler && mEntries.at(mCursor).data.input_handler(config, input))
return true;
// input handler didn't consume the input - try to scroll
if(config->isMappedTo("up", input))
{
return listInput(input.value != 0 ? -1 : 0);
}else if(config->isMappedTo("down", input))
{
return listInput(input.value != 0 ? 1 : 0);
}
return false;
}
void ComponentList::update(int deltaTime)
{
listUpdate(deltaTime);
}
void ComponentList::onCursorChanged(const CursorState& state)
{
// update the selector bar position
// in the future this might be animated
mSelectorBarOffset = 0;
for(int i = 0; i < mCursor; i++)
{
mSelectorBarOffset += getRowHeight(mEntries.at(i).data);
}
mCameraOffset = mSelectorBarOffset - (mSize.y() / 2);
if(mCameraOffset < 0)
mCameraOffset = 0;
else if(mCameraOffset + mSize.y() > getTotalRowHeight())
mCameraOffset = getTotalRowHeight() - mSize.y();
}
void ComponentList::render(const Eigen::Affine3f& parentTrans)
{
Eigen::Affine3f trans = parentTrans * getTransform();
// clip everything to be inside our bounds
Eigen::Vector3f dim(mSize.x(), mSize.y(), 0);
dim = trans * dim - trans.translation();
Renderer::pushClipRect(Eigen::Vector2i((int)trans.translation().x(),
(int)trans.translation().y()), Eigen::Vector2i((int)dim.x(), (int)dim.y()));
// scroll the camera
trans.translate(Eigen::Vector3f(0, -mCameraOffset, 0));
// draw our entries
renderChildren(trans);
// draw selector bar
Renderer::setMatrix(trans);
// inversion: src * (1 - dst) + dst * 0 = where src = 1
// need a function that goes roughly 0x777777 -> 0xFFFFFF
// and 0xFFFFFF -> 0x777777
// (1 - dst) + 0x77
Renderer::drawRect(0, (int)mSelectorBarOffset, (int)mSize.x(), (int)getRowHeight(mEntries.at(mCursor).data), 0xFFFFFFFF,
GL_ONE_MINUS_DST_COLOR, GL_ZERO);
Renderer::drawRect(0, (int)mSelectorBarOffset, (int)mSize.x(), (int)getRowHeight(mEntries.at(mCursor).data), 0x777777FF,
GL_ONE, GL_ONE);
// draw separators
float y = 0;
for(unsigned int i = 0; i < mEntries.size(); i++)
{
Renderer::drawRect(0, (int)y, (int)mSize.x(), 1, 0xC6C7C688);
y += getRowHeight(mEntries.at(i).data);
}
Renderer::drawRect(0, (int)y, (int)mSize.x(), 1, 0xC6C7C688);
Renderer::popClipRect();
}
float ComponentList::getRowHeight(const ComponentListRow& row) const
{
// returns the highest component height found in the row
float height = 0;
for(unsigned int i = 0; i < row.elements.size(); i++)
{
if(row.elements.at(i).component->getSize().y() > height)
height = row.elements.at(i).component->getSize().y();
}
return height;
}
float ComponentList::getTotalRowHeight() const
{
float height = 0;
for(auto it = mEntries.begin(); it != mEntries.end(); it++)
{
height += getRowHeight(it->data);
}
return height;
}
void ComponentList::updateElementPosition(const ComponentListRow& row)
{
float yOffset = 0;
for(auto it = mEntries.begin(); it != mEntries.end() && &it->data != &row; it++)
{
yOffset += getRowHeight(it->data);
}
// assumes updateElementSize has already been called
float rowHeight = getRowHeight(row);
float x = TOTAL_HORIZONTAL_PADDING_PX / 2;
for(unsigned int i = 0; i < row.elements.size(); i++)
{
const auto comp = row.elements.at(i).component;
// center vertically
comp->setPosition(x, (rowHeight - comp->getSize().y()) / 2 + yOffset);
x += comp->getSize().x();
}
}
void ComponentList::updateElementSize(const ComponentListRow& row)
{
float width = mSize.x() - TOTAL_HORIZONTAL_PADDING_PX;
std::vector< std::shared_ptr<GuiComponent> > resizeVec;
for(auto it = row.elements.begin(); it != row.elements.end(); it++)
{
if(it->resize_width)
resizeVec.push_back(it->component);
else
width -= it->component->getSize().x();
}
// redistribute the "unused" width equally among the components with resize_width set to true
width = width / resizeVec.size();
for(auto it = resizeVec.begin(); it != resizeVec.end(); it++)
{
(*it)->setSize(width, (*it)->getSize().y());
}
}