mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2025-01-18 15:15:37 +00:00
Added a simple static scroll indicator and set this as the default.
Also made some minor adjustments to the scroll indicator placement.
This commit is contained in:
parent
ca64fc8308
commit
76ef1629c0
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@ -500,8 +500,8 @@ void GuiMetaDataEd::onSizeChanged()
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mGrid.setRowHeightPerc(3, (titleSubtitleSpacing * 1.2f) / mSize.y);
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mGrid.setRowHeightPerc(4, ((mList->getRowHeight(0) * 10.0f) + 2.0f) / mSize.y);
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mGrid.setColWidthPerc(0, 0.08f);
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mGrid.setColWidthPerc(2, 0.08f);
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mGrid.setColWidthPerc(0, 0.07f);
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mGrid.setColWidthPerc(2, 0.07f);
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mGrid.setSize(mSize);
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mBackground.fitTo(mSize, glm::vec3{}, glm::vec2{-32.0f, -32.0f});
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@ -181,7 +181,7 @@ void Settings::setDefaults()
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mBoolMap["SpecialCharsASCII"] = {false, false};
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mBoolMap["ListScrollOverlay"] = {false, false};
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mBoolMap["VirtualKeyboard"] = {true, true};
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mBoolMap["ScrollIndicators"] = {true, true};
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mBoolMap["ScrollIndicators"] = {false, false};
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mBoolMap["FavoritesAddButton"] = {true, true};
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mBoolMap["RandomAddButton"] = {false, false};
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mBoolMap["GamelistFilters"] = {true, true};
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@ -127,8 +127,8 @@ void MenuComponent::onSizeChanged()
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mGrid.setRowHeightPerc(1, TITLE_HEIGHT / mSize.y / 2.0f);
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mGrid.setRowHeightPerc(3, getButtonGridHeight() / mSize.y);
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mGrid.setColWidthPerc(0, 0.08f);
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mGrid.setColWidthPerc(2, 0.08f);
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mGrid.setColWidthPerc(0, 0.07f);
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mGrid.setColWidthPerc(2, 0.07f);
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mGrid.setSize(mSize);
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}
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@ -30,105 +30,118 @@ public:
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scrollUp->setOpacity(0);
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scrollDown->setOpacity(0);
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if (!Settings::getInstance()->getBool("ScrollIndicators"))
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return;
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if (!Settings::getInstance()->getBool("ScrollIndicators")) {
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// If the scroll indicators setting is disabled, then show a permanent down arrow
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// symbol when the component list contains more entries than can fit on screen.
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componentList.get()->setScrollIndicatorChangedCallback(
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[scrollUp, scrollDown](ComponentList::ScrollIndicator state) {
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if (state == ComponentList::SCROLL_UP ||
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state == ComponentList::SCROLL_UP_DOWN ||
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state == ComponentList::SCROLL_DOWN) {
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scrollDown->setOpacity(255);
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}
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});
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}
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else {
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// If the scroll indicator setting is enabled, then also show the up and up/down
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// combination and switch between these as the list is scrolled.
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componentList.get()->setScrollIndicatorChangedCallback(
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[this, scrollUp, scrollDown](ComponentList::ScrollIndicator state) {
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float fadeInTime{FADE_IN_TIME};
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componentList.get()->setScrollIndicatorChangedCallback(
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[this, scrollUp, scrollDown](ComponentList::ScrollIndicator state) {
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float fadeInTime{FADE_IN_TIME};
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bool upFadeIn = false;
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bool upFadeOut = false;
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bool downFadeIn = false;
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bool downFadeOut = false;
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bool upFadeIn = false;
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bool upFadeOut = false;
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bool downFadeIn = false;
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bool downFadeOut = false;
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scrollUp->finishAnimation(0);
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scrollDown->finishAnimation(0);
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scrollUp->finishAnimation(0);
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scrollDown->finishAnimation(0);
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if (state == ComponentList::SCROLL_UP &&
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mPreviousScrollState == ComponentList::SCROLL_NONE) {
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scrollUp->setOpacity(255);
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}
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else if (state == ComponentList::SCROLL_UP &&
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mPreviousScrollState == ComponentList::SCROLL_UP_DOWN) {
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downFadeOut = true;
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}
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else if (state == ComponentList::SCROLL_UP &&
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mPreviousScrollState == ComponentList::SCROLL_DOWN) {
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upFadeIn = true;
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fadeInTime *= 1.5f;
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scrollDown->setOpacity(0);
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}
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else if (state == ComponentList::SCROLL_UP_DOWN &&
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mPreviousScrollState == ComponentList::SCROLL_NONE) {
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scrollUp->setOpacity(255);
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scrollDown->setOpacity(255);
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}
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else if (state == ComponentList::SCROLL_UP_DOWN &&
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mPreviousScrollState == ComponentList::SCROLL_DOWN) {
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upFadeIn = true;
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}
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else if (state == ComponentList::SCROLL_UP_DOWN &&
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mPreviousScrollState == ComponentList::SCROLL_UP) {
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downFadeIn = true;
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}
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else if (state == ComponentList::SCROLL_DOWN &&
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mPreviousScrollState == ComponentList::SCROLL_NONE) {
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scrollDown->setOpacity(255);
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}
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else if (state == ComponentList::SCROLL_DOWN &&
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mPreviousScrollState == ComponentList::SCROLL_UP_DOWN) {
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upFadeOut = true;
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}
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else if (state == ComponentList::SCROLL_DOWN &&
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mPreviousScrollState == ComponentList::SCROLL_UP) {
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downFadeIn = true;
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fadeInTime *= 1.5f;
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scrollUp->setOpacity(0);
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}
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if (state == ComponentList::SCROLL_UP &&
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mPreviousScrollState == ComponentList::SCROLL_NONE) {
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scrollUp->setOpacity(255);
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}
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else if (state == ComponentList::SCROLL_UP &&
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mPreviousScrollState == ComponentList::SCROLL_UP_DOWN) {
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downFadeOut = true;
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}
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else if (state == ComponentList::SCROLL_UP &&
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mPreviousScrollState == ComponentList::SCROLL_DOWN) {
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upFadeIn = true;
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fadeInTime *= 1.5f;
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scrollDown->setOpacity(0);
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}
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else if (state == ComponentList::SCROLL_UP_DOWN &&
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mPreviousScrollState == ComponentList::SCROLL_NONE) {
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scrollUp->setOpacity(255);
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scrollDown->setOpacity(255);
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}
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else if (state == ComponentList::SCROLL_UP_DOWN &&
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mPreviousScrollState == ComponentList::SCROLL_DOWN) {
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upFadeIn = true;
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}
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else if (state == ComponentList::SCROLL_UP_DOWN &&
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mPreviousScrollState == ComponentList::SCROLL_UP) {
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downFadeIn = true;
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}
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else if (state == ComponentList::SCROLL_DOWN &&
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mPreviousScrollState == ComponentList::SCROLL_NONE) {
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scrollDown->setOpacity(255);
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}
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else if (state == ComponentList::SCROLL_DOWN &&
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mPreviousScrollState == ComponentList::SCROLL_UP_DOWN) {
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upFadeOut = true;
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}
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else if (state == ComponentList::SCROLL_DOWN &&
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mPreviousScrollState == ComponentList::SCROLL_UP) {
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downFadeIn = true;
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fadeInTime *= 1.5f;
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scrollUp->setOpacity(0);
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}
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if (upFadeIn) {
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auto upFadeInFunc = [scrollUp](float t) {
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scrollUp->setOpacity(
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static_cast<unsigned char>(glm::mix(0.0f, 1.0f, t) * 255));
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};
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scrollUp->setAnimation(
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new LambdaAnimation(upFadeInFunc, static_cast<int>(fadeInTime)), 0,
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nullptr, false);
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}
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if (upFadeIn) {
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auto upFadeInFunc = [scrollUp](float t) {
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scrollUp->setOpacity(
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static_cast<unsigned char>(glm::mix(0.0f, 1.0f, t) * 255));
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};
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scrollUp->setAnimation(
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new LambdaAnimation(upFadeInFunc, static_cast<int>(fadeInTime)), 0, nullptr,
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false);
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}
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if (upFadeOut) {
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auto upFadeOutFunc = [scrollUp](float t) {
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scrollUp->setOpacity(
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static_cast<unsigned char>(glm::mix(0.0f, 1.0f, t) * 255));
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};
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scrollUp->setAnimation(
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new LambdaAnimation(upFadeOutFunc, static_cast<int>(fadeInTime)), 0,
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nullptr, true);
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}
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if (upFadeOut) {
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auto upFadeOutFunc = [scrollUp](float t) {
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scrollUp->setOpacity(
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static_cast<unsigned char>(glm::mix(0.0f, 1.0f, t) * 255));
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};
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scrollUp->setAnimation(
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new LambdaAnimation(upFadeOutFunc, static_cast<int>(fadeInTime)), 0,
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nullptr, true);
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}
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if (downFadeIn) {
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auto downFadeInFunc = [scrollDown](float t) {
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scrollDown->setOpacity(
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static_cast<unsigned char>(glm::mix(0.0f, 1.0f, t) * 255));
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};
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scrollDown->setAnimation(
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new LambdaAnimation(downFadeInFunc, static_cast<int>(fadeInTime)), 0,
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nullptr, false);
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}
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if (downFadeIn) {
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auto downFadeInFunc = [scrollDown](float t) {
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scrollDown->setOpacity(
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static_cast<unsigned char>(glm::mix(0.0f, 1.0f, t) * 255));
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};
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scrollDown->setAnimation(
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new LambdaAnimation(downFadeInFunc, static_cast<int>(fadeInTime)), 0,
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nullptr, false);
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}
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if (downFadeOut) {
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auto downFadeOutFunc = [scrollDown](float t) {
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scrollDown->setOpacity(
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static_cast<unsigned char>(glm::mix(0.0f, 1.0f, t) * 255));
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};
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scrollDown->setAnimation(
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new LambdaAnimation(downFadeOutFunc, static_cast<int>(fadeInTime)), 0,
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nullptr, true);
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}
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if (downFadeOut) {
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auto downFadeOutFunc = [scrollDown](float t) {
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scrollDown->setOpacity(
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static_cast<unsigned char>(glm::mix(0.0f, 1.0f, t) * 255));
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};
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scrollDown->setAnimation(
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new LambdaAnimation(downFadeOutFunc, static_cast<int>(fadeInTime)), 0,
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nullptr, true);
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}
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mPreviousScrollState = state;
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});
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mPreviousScrollState = state;
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});
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}
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}
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private:
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