Separate flexbox functionality in it's own component.

This commit is contained in:
Sophia Hadash 2021-09-07 17:21:54 +02:00 committed by SophiaHadash
parent fe413bb68f
commit efe928852f
5 changed files with 404 additions and 340 deletions

View file

@ -41,6 +41,7 @@ set(CORE_HEADERS
${CMAKE_CURRENT_SOURCE_DIR}/src/components/ComponentList.h
${CMAKE_CURRENT_SOURCE_DIR}/src/components/DateTimeComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/src/components/DateTimeEditComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/src/components/FlexboxComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/src/components/GridTileComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/src/components/HelpComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/src/components/IList.h
@ -116,6 +117,7 @@ set(CORE_SOURCES
${CMAKE_CURRENT_SOURCE_DIR}/src/components/ComponentList.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/components/DateTimeComponent.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/components/DateTimeEditComponent.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/components/FlexboxComponent.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/components/GridTileComponent.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/components/HelpComponent.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/components/ImageComponent.cpp

View file

@ -8,24 +8,16 @@
//
#include "components/BadgesComponent.h"
#include <numeric>
#include "Settings.h"
#include "ThemeData.h"
#include "resources/TextureResource.h"
BadgesComponent::BadgesComponent(Window* window)
: GuiComponent(window)
, mDirection(DEFAULT_DIRECTION)
, mWrap(DEFAULT_WRAP)
, mJustifyContent(DEFAULT_JUSTIFY_CONTENT)
, mAlign(DEFAULT_ALIGN)
: FlexboxComponent(window, NUM_SLOTS)
{
mSlots = std::vector<std::string>();
mSlots.push_back(SLOT_FAVORITE);
mSlots.push_back(SLOT_COMPLETED);
mSlots.push_back(SLOT_KIDS);
mSlots.push_back(SLOT_BROKEN);
// Define the slots.
setSlots({SLOT_FAVORITE, SLOT_COMPLETED, SLOT_KIDS, SLOT_BROKEN});
mBadgeIcons = std::map<std::string, std::string>();
mBadgeIcons[SLOT_FAVORITE] = ":/graphics/badge_favorite.png";
@ -33,33 +25,34 @@ BadgesComponent::BadgesComponent(Window* window)
mBadgeIcons[SLOT_KIDS] = ":/graphics/badge_kidgame.png";
mBadgeIcons[SLOT_BROKEN] = ":/graphics/badge_broken.png";
mTextures = std::map<std::string, std::shared_ptr<TextureResource>>();
mTextures[SLOT_FAVORITE] = TextureResource::get(mBadgeIcons[SLOT_FAVORITE], true);
mTextures[SLOT_COMPLETED] = TextureResource::get(mBadgeIcons[SLOT_COMPLETED], true);
mTextures[SLOT_KIDS] = TextureResource::get(mBadgeIcons[SLOT_KIDS], true);
mTextures[SLOT_BROKEN] = TextureResource::get(mBadgeIcons[SLOT_BROKEN], true);
mVertices = std::map<std::string, Renderer::Vertex[4]>();
// Create the child ImageComponent for every badge.
mImageComponents = std::map<std::string, ImageComponent>();
ImageComponent mImageFavorite = ImageComponent(window);
mImageFavorite.setImage(mBadgeIcons[SLOT_FAVORITE], false, false);
mImageComponents.insert({SLOT_FAVORITE, mImageFavorite});
ImageComponent mImageCompleted = ImageComponent(window);
mImageCompleted.setImage(mBadgeIcons[SLOT_COMPLETED], false, false);
mImageComponents.insert({SLOT_COMPLETED, mImageCompleted});
ImageComponent mImageKids = ImageComponent(window);
mImageKids.setImage(mBadgeIcons[SLOT_KIDS], false, false);
mImageComponents.insert({SLOT_KIDS, mImageKids});
ImageComponent mImageBroken = ImageComponent(window);
mImageBroken.setImage(mBadgeIcons[SLOT_BROKEN], false, false);
mImageComponents.insert({SLOT_BROKEN, mImageBroken});
// TODO: Should be dependent on the direction property.
mSize = glm::vec2{64.0f * NUM_SLOTS, 64.0f};
// TODO: Add definition for default value.
mMargin = glm::vec2{10.0f, 10.0f};
updateVertices();
// Trigger initial layout computation.
onSizeChanged();
}
void BadgesComponent::setValue(const std::string& value)
{
if (value.empty()) {
mSlots.clear();
}
else {
// Start by clearing the slots.
mSlots.clear();
std::vector<std::string> slots = {};
// Interpret the value and iteratively fill mSlots. The value is a space separated list of
if (!value.empty()) {
// Interpret the value and iteratively fill slots. The value is a space separated list of
// strings.
std::string temp;
std::istringstream ss(value);
@ -68,271 +61,25 @@ void BadgesComponent::setValue(const std::string& value)
temp == SLOT_BROKEN))
LOG(LogError) << "Badge slot '" << temp << "' is invalid.";
else
mSlots.push_back(temp);
slots.push_back(temp);
}
}
updateVertices();
setSlots(slots);
onSizeChanged();
}
std::string BadgesComponent::getValue() const
{
const std::vector<std::string> slots = getSlots();
std::stringstream ss;
for (auto& slot : mSlots)
for (auto& slot : slots)
ss << slot << ' ';
std::string r = ss.str();
r.pop_back();
return r;
}
void BadgesComponent::onSizeChanged()
{
// TODO: Should be dependent on the direction property.
if (mSize.y == 0.0f)
mSize.y = mSize.x / NUM_SLOTS;
else if (mSize.x == 0.0f)
mSize.x = mSize.y * NUM_SLOTS;
if (mSize.y > 0.0f) {
size_t heightPx = static_cast<size_t>(std::round(mSize.y));
for (auto const& tex : mTextures)
tex.second->rasterizeAt(heightPx, heightPx);
}
updateVertices();
}
void BadgesComponent::updateVertices()
{
mVertices.clear();
/*const float numSlots = mSlots.size();
float s;
if (mDirection == DIRECTION_ROW)
s = std::min( getSize().x / numSlots, getSize().y );
else
s = std::min( getSize().y / numSlots, getSize().x );
const long color = 4278190080;
int i = 0;
for (auto & slot : mSlots)
{
// clang-format off
mVertices[slot][0] = {{0.0f, 0.0f}, {0.0f, 1.0f}, color};
mVertices[slot][1] = {{0.0f, s}, {0.0f, 0.0f}, color};
mVertices[slot][2] = {{s , 0.0f}, {1.0f, 1.0f}, color};
mVertices[slot][3] = {{s , s}, {1.0f, 0.0f}, color};
// clang-format on
i++;
}*/
// The maximum number of badges to be displayed.
const float numSlots = NUM_SLOTS;
// The available size to draw in.
const auto size = getSize();
// Compute the number of rows and columns and the item max dimensions.
int rows;
int columns;
float itemWidth;
float itemHeight;
if (mDirection == DIRECTION_ROW) {
if (mWrap != WRAP_NOWRAP) {
// Suppose we have i rows, what would be the average area of an icon? Compute for a
// small number of rows.
std::vector<float> areas;
for (int i = 1; i < 10; i++) {
float area = size.x * size.y;
// Number of vertical gaps.
int verticalGaps = i - 1;
// Area of vertical gaps.
area -= verticalGaps * mMargin.y * size.x;
// Height per item.
float iHeight = (size.y - verticalGaps * mMargin.y) / i;
// Width per item. (Approximation)
// TODO: this is an approximation!
// Solve: area - (iHeight * (iWidth + mMargin.x) * numSlots) + mMargin.x * iHeight =
// 0;
float iWidth = ((area + mMargin.x * iHeight) / (iHeight * numSlots)) - mMargin.x;
// Average area available per badge
float avgArea = iHeight * iWidth;
// Push to the areas array.
areas.push_back(avgArea);
}
// Determine the number of rows based on what results in the largest area per badge
// based on available space.
rows = std::max_element(areas.begin(), areas.end()) - areas.begin() + 1;
// Obtain final item dimensions.
itemHeight = (size.y - (rows - 1) * mMargin.y) / rows;
itemWidth = areas[rows - 1] / itemHeight;
// Compute number of columns.
if (rows == 1)
columns = NUM_SLOTS;
else
columns = std::round((size.x + mMargin.x) / (itemWidth + mMargin.x));
}
else {
rows = 1;
columns = NUM_SLOTS;
itemHeight = size.y;
itemWidth = size.x / (NUM_SLOTS + (NUM_SLOTS - 1) * mMargin.x);
}
}
else {
// TODO: Add computation for column direction.
}
const long color = 4278190080;
if (mDirection == DIRECTION_ROW) {
// Start row.
int row = mWrap == WRAP_REVERSE ? rows : 1;
int item = 0;
// Iterate through all the rows.
for (int c = 0; c < rows && item < mSlots.size(); c++) {
// Pre-compute dimensions of all items in this row.
std::vector<float> widths;
std::vector<float> heights;
int itemTemp = item;
for (int column = 0; column < columns && itemTemp < mSlots.size(); column++) {
glm::vec texSize = mTextures[mSlots[itemTemp]]->getSize();
float aspectRatioTexture = texSize.x / texSize.y;
float aspectRatioItemSpace = itemWidth / itemHeight;
if (aspectRatioTexture > aspectRatioItemSpace) {
widths.push_back(itemWidth);
heights.push_back(itemWidth / aspectRatioTexture);
}
else {
widths.push_back(itemHeight * aspectRatioTexture);
heights.push_back(itemHeight);
}
itemTemp++;
}
// Iterate through the columns.
float xpos = 0;
for (int column = 0; column < columns && item < mSlots.size(); column++) {
// We always go from left to right.
// Here we compute the coordinates of the items.
// Compute final badge x position.
float x;
float totalWidth =
std::accumulate(widths.begin(), widths.end(), decltype(widths)::value_type(0)) +
(widths.size() - 1) * mMargin.x;
if (mJustifyContent == "start") {
x = xpos;
xpos += widths[column] + mMargin.x;
}
else if (mJustifyContent == "end") {
if (column == 0)
xpos += size.x - totalWidth;
x = xpos;
xpos += widths[column] + mMargin.x;
}
else if (mJustifyContent == "center") {
if (column == 0)
xpos += (size.x - totalWidth) / 2;
x = xpos;
xpos += widths[column] + mMargin.x;
}
else if (mJustifyContent == "space-between") {
float gapSize = (size.x - totalWidth) / (widths.size() - 1);
x = xpos;
xpos += widths[column] + gapSize;
}
else if (mJustifyContent == "space-around") {
float gapSize = (size.x - totalWidth) / (widths.size() - 1);
xpos += gapSize / 2;
x = xpos;
xpos += widths[column] + gapSize / 2;
}
else if (mJustifyContent == "space-evenly") {
float gapSize = (size.x - totalWidth) / (widths.size() + 1);
xpos += gapSize;
x = xpos;
}
// Compute final badge y position.
float y = row * itemHeight;
if (mAlign == "end") {
y += itemHeight - heights[column];
}
else if (mAlign == "center") {
y += (itemHeight - heights[column]) / 2;
}
if (mAlign == "stretch") {
heights[column] = itemHeight;
}
LOG(LogError) << "Computed Final Item Position. Row: " << row
<< ", Column: " << column << ", Item: " << item << ", pos: (" << x
<< ", " << y << "), size: (" << widths[column] << ", "
<< heights[column] << ")";
// Store the item's vertices and apply texture mapping.
// clang-format off
mVertices[mSlots[item]][0] = {{x, y}, {0.0f, 1.0f}, color};
mVertices[mSlots[item]][1] = {{x, y+heights[column]}, {0.0f, 0.0f}, color};
mVertices[mSlots[item]][2] = {{x+widths[column] , y}, {1.0f, 1.0f}, color};
mVertices[mSlots[item]][3] = {{x+widths[column] , y+heights[column]}, {1.0f, 0.0f}, color};
// clang-format on
// Increment item;
item++;
}
// Iterate the row.
mWrap == WRAP_REVERSE ? row-- : row++;
}
}
}
void BadgesComponent::render(const glm::mat4& parentTrans)
{
if (!isVisible())
return;
glm::mat4 trans{parentTrans * getTransform()};
Renderer::setMatrix(trans);
if (mOpacity > 0) {
if (Settings::getInstance()->getBool("DebugImage"))
Renderer::drawRect(0.0f, 0.0f, mSize.x, mSize.y, 0xFF000033, 0xFF000033);
for (auto& slot : mSlots) {
if (mTextures[slot] == nullptr)
continue;
if (mTextures[slot]->bind()) {
Renderer::drawTriangleStrips(mVertices[slot], 4);
Renderer::bindTexture(0);
}
// TODO: update render matrix to position of next slot
// trans = glm::translate(trans, {0.0f, 0.0f, 1.0f});
}
}
renderChildren(trans);
}
void BadgesComponent::applyTheme(const std::shared_ptr<ThemeData>& theme,
const std::string& view,
const std::string& element,
@ -345,30 +92,20 @@ void BadgesComponent::applyTheme(const std::shared_ptr<ThemeData>& theme,
return;
bool imgChanged = false;
for (auto& slot : mSlots) {
const std::vector<std::string> slots = getSlots();
for (auto& slot : slots) {
if (properties & PATH && elem->has(slot)) {
mBadgeIcons[slot] = elem->get<std::string>(slot);
mTextures[slot] = TextureResource::get(mBadgeIcons[slot], true);
mImageComponents.find(slot)->second.setImage(mBadgeIcons[slot]);
imgChanged = true;
}
}
if (properties & DIRECTION && elem->has("direction"))
mDirection = elem->get<std::string>("direction");
if (elem->has("wrap"))
mWrap = elem->get<std::string>("wrap");
if (elem->has("justifyContent"))
mJustifyContent = elem->get<std::string>("justifyContent");
if (elem->has("align"))
mAlign = elem->get<std::string>("align");
if (elem->has("slots"))
setValue(elem->get<std::string>("slots"));
GuiComponent::applyTheme(theme, view, element, properties);
// Apply theme on the flexbox component parent.
FlexboxComponent::applyTheme(theme, view, element, properties);
if (imgChanged)
onSizeChanged();

View file

@ -10,39 +10,20 @@
#ifndef ES_APP_COMPONENTS_BADGES_COMPONENT_H
#define ES_APP_COMPONENTS_BADGES_COMPONENT_H
#include "FlexboxComponent.h"
#include "GuiComponent.h"
#include "ImageComponent.h"
#include "renderers/Renderer.h"
#define DIRECTION_ROW "row"
#define DIRECTION_COLUMN "column"
#define WRAP_WRAP "wrap"
#define WRAP_NOWRAP "nowrap"
#define WRAP_REVERSE "wrap-reverse"
#define JUSTIFY_CONTENT_START "start"
#define JUSTIFY_CONTENT_END "end"
#define JUSTIFY_CONTENT_CENTER "center"
#define JUSTIFY_CONTENT_SPACE_BETWEEN "space-between"
#define JUSTIFY_CONTENT_SPACE_AROUND "space-around"
#define JUSTIFY_CONTENT_SPACE_EVENLY "space-evenly"
#define ITEM_ALIGN_START "start"
#define ITEM_ALIGN_END "end"
#define ITEM_ALIGN_CENTER "center"
#define ITEM_ALIGN_STRETCH "stretch"
#define NUM_SLOTS 4
#define SLOT_FAVORITE "favorite"
#define SLOT_COMPLETED "completed"
#define SLOT_KIDS "kidgame"
#define SLOT_BROKEN "broken"
#define DEFAULT_DIRECTION DIRECTION_ROW
#define DEFAULT_WRAP WRAP_WRAP
#define DEFAULT_JUSTIFY_CONTENT JUSTIFY_CONTENT_START
#define DEFAULT_ALIGN ITEM_ALIGN_CENTER
#define DEFAULT_MARGIN_X = 10.0f
#define DEFAULT_MARGIN_Y = 10.0f
class TextureResource;
class BadgesComponent : public GuiComponent
class BadgesComponent : public FlexboxComponent
{
public:
BadgesComponent(Window* window);
@ -51,18 +32,6 @@ public:
// Should be a list of strings.
void setValue(const std::string& value) override;
void render(const glm::mat4& parentTrans) override;
void onSizeChanged() override;
void setDirection(int direction);
int getDirection();
void setSlots(std::vector<std::string>);
std::vector<std::string> getSlots();
virtual void applyTheme(const std::shared_ptr<ThemeData>& theme,
const std::string& view,
const std::string& element,
@ -71,18 +40,8 @@ public:
virtual std::vector<HelpPrompt> getHelpPrompts() override;
private:
void updateVertices();
std::map<std::string, Renderer::Vertex[4]> mVertices;
std::map<std::string, std::string> mBadgeIcons;
std::map<std::string, std::shared_ptr<TextureResource>> mTextures;
std::string mDirection;
std::string mWrap;
std::string mJustifyContent;
std::string mAlign;
glm::vec2 mMargin;
std::vector<std::string> mSlots;
std::map<std::string, ImageComponent> mImageComponents;
};
#endif // ES_APP_COMPONENTS_BADGES_COMPONENT_H

View file

@ -0,0 +1,281 @@
// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// FlexboxComponent.cpp
//
// Flexbox layout component.
// Used by gamelist views.
//
#include "components/FlexboxComponent.h"
#include <numeric>
#include "Settings.h"
#include "ThemeData.h"
#include "resources/TextureResource.h"
FlexboxComponent::FlexboxComponent(Window* window, unsigned int assumeChildren)
: GuiComponent(window)
, mDirection(DEFAULT_DIRECTION)
, mWrap(DEFAULT_WRAP)
, mJustifyContent(DEFAULT_JUSTIFY_CONTENT)
, mAlign(DEFAULT_ALIGN)
, mAssumeChildren(assumeChildren)
{
// Initialize contents of the flexbox.
mSlots = std::vector<std::string>();
mComponents = std::map<std::string, GuiComponent>();
// Initialize flexbox layout.
mVertices = std::map<std::string, glm::vec4>();
// TODO: Should be dependent on the direction property.
mSize = glm::vec2{64.0f * mAssumeChildren, 64.0f};
// TODO: Add definition for default value.
mMargin = glm::vec2{10.0f, 10.0f};
// Calculate flexbox layout.
updateVertices();
}
void FlexboxComponent::onSizeChanged()
{
// TODO: Should be dependent on the direction property.
if (mSize.y == 0.0f)
mSize.y = mSize.x / mAssumeChildren;
else if (mSize.x == 0.0f)
mSize.x = mSize.y * mAssumeChildren;
updateVertices();
}
void FlexboxComponent::updateVertices()
{
// The maximum number of components to be displayed.
const float numSlots = mAssumeChildren;
// The available size to draw in.
const auto size = getSize();
// Compute the number of rows and columns and the item max dimensions.
int rows;
int columns;
float itemWidth;
float itemHeight;
if (mDirection == DIRECTION_ROW) {
if (mWrap != WRAP_NOWRAP) {
// Suppose we have i rows, what would be the average area of an icon? Compute for a
// small number of rows.
std::vector<float> areas;
for (int i = 1; i < 10; i++) {
float area = size.x * size.y;
// Number of vertical gaps.
int verticalGaps = i - 1;
// Area of vertical gaps.
area -= verticalGaps * mMargin.y * size.x;
// Height per item.
float iHeight = (size.y - verticalGaps * mMargin.y) / i;
// Width per item. (Approximation)
// TODO: this is an approximation!
// Solve: area - (iHeight * (iWidth + mMargin.x) * numSlots) + mMargin.x * iHeight =
// 0;
float iWidth = ((area + mMargin.x * iHeight) / (iHeight * numSlots)) - mMargin.x;
// Average area available per badge
float avgArea = iHeight * iWidth;
// Push to the areas array.
areas.push_back(avgArea);
}
// Determine the number of rows based on what results in the largest area per badge
// based on available space.
rows = std::max_element(areas.begin(), areas.end()) - areas.begin() + 1;
// Obtain final item dimensions.
itemHeight = (size.y - (rows - 1) * mMargin.y) / rows;
itemWidth = areas[rows - 1] / itemHeight;
// Compute number of columns.
if (rows == 1)
columns = mAssumeChildren;
else
columns = std::round((size.x + mMargin.x) / (itemWidth + mMargin.x));
}
else {
rows = 1;
columns = mAssumeChildren;
itemHeight = size.y;
itemWidth = size.x / (mAssumeChildren + (mAssumeChildren - 1) * mMargin.x);
}
}
else {
// TODO: Add computation for column direction.
}
// Compute the exact positions and sizes of the components.
mVertices.clear();
if (mDirection == DIRECTION_ROW) {
// Start row.
int row = mWrap == WRAP_REVERSE ? rows : 1;
int item = 0;
// Iterate through all the rows.
for (int c = 0; c < rows && item < mSlots.size(); c++) {
// Pre-compute dimensions of all items in this row.
std::vector<float> widths;
std::vector<float> heights;
int itemTemp = item;
for (int column = 0; column < columns && itemTemp < mSlots.size(); column++) {
glm::vec componentSize = mComponents.find(mSlots[itemTemp])->second.getSize();
float aspectRatioTexture = componentSize.x / componentSize.y;
float aspectRatioItemSpace = itemWidth / itemHeight;
if (aspectRatioTexture > aspectRatioItemSpace) {
widths.push_back(itemWidth);
heights.push_back(itemWidth / aspectRatioTexture);
}
else {
widths.push_back(itemHeight * aspectRatioTexture);
heights.push_back(itemHeight);
}
itemTemp++;
}
// Iterate through the columns.
float xpos = 0;
for (int column = 0; column < columns && item < mSlots.size(); column++) {
// We always go from left to right.
// Here we compute the coordinates of the items.
// Compute final badge x position.
float x;
float totalWidth =
std::accumulate(widths.begin(), widths.end(), decltype(widths)::value_type(0)) +
(widths.size() - 1) * mMargin.x;
if (mJustifyContent == "start") {
x = xpos;
xpos += widths[column] + mMargin.x;
}
else if (mJustifyContent == "end") {
if (column == 0)
xpos += size.x - totalWidth;
x = xpos;
xpos += widths[column] + mMargin.x;
}
else if (mJustifyContent == "center") {
if (column == 0)
xpos += (size.x - totalWidth) / 2;
x = xpos;
xpos += widths[column] + mMargin.x;
}
else if (mJustifyContent == "space-between") {
float gapSize = (size.x - totalWidth) / (widths.size() - 1);
x = xpos;
xpos += widths[column] + gapSize;
}
else if (mJustifyContent == "space-around") {
float gapSize = (size.x - totalWidth) / (widths.size() - 1);
xpos += gapSize / 2;
x = xpos;
xpos += widths[column] + gapSize / 2;
}
else if (mJustifyContent == "space-evenly") {
float gapSize = (size.x - totalWidth) / (widths.size() + 1);
xpos += gapSize;
x = xpos;
}
// Compute final badge y position.
float y = row * itemHeight;
if (mAlign == "end") {
y += itemHeight - heights[column];
}
else if (mAlign == "center") {
y += (itemHeight - heights[column]) / 2;
}
if (mAlign == "stretch") {
heights[column] = itemHeight;
}
LOG(LogError) << "Computed Final Item Position. Row: " << row
<< ", Column: " << column << ", Item: " << item << ", pos: (" << x
<< ", " << y << "), size: (" << widths[column] << ", "
<< heights[column] << ")";
// Store the item's layout.
mVertices[mSlots[item]] = {x, y, widths[column], heights[column]};
// Increment item;
item++;
}
// Iterate the row.
mWrap == WRAP_REVERSE ? row-- : row++;
}
}
}
void FlexboxComponent::render(const glm::mat4& parentTrans)
{
if (!isVisible())
return;
// Render all the child components.
for (unsigned int i = 0; i < mSlots.size(); i++) {
glm::vec4 v = mVertices[mSlots[i]];
auto c = mComponents.find(mSlots[i])->second;
glm::vec2 oldSize = c.getSize();
c.setPosition(v.x, v.y);
c.setSize(v.z, v.w);
c.render(parentTrans);
c.setSize(oldSize);
}
renderChildren(parentTrans);
}
void FlexboxComponent::applyTheme(const std::shared_ptr<ThemeData>& theme,
const std::string& view,
const std::string& element,
unsigned int properties)
{
using namespace ThemeFlags;
// TODO: How to do this without explicit 'badges' property?
const ThemeData::ThemeElement* elem = theme->getElement(view, element, "badges");
if (!elem)
return;
if (properties & DIRECTION && elem->has("direction"))
mDirection = elem->get<std::string>("direction");
if (elem->has("wrap"))
mWrap = elem->get<std::string>("wrap");
if (elem->has("justifyContent"))
mJustifyContent = elem->get<std::string>("justifyContent");
if (elem->has("align"))
mAlign = elem->get<std::string>("align");
GuiComponent::applyTheme(theme, view, element, properties);
// Trigger layout computation.
onSizeChanged();
}
std::vector<HelpPrompt> FlexboxComponent::getHelpPrompts()
{
std::vector<HelpPrompt> prompts;
return prompts;
}

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// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// FlexboxComponent.h
//
// Flexbox layout component.
// Used by gamelist views.
//
#ifndef ES_APP_COMPONENTS_FLEXBOX_COMPONENT_H
#define ES_APP_COMPONENTS_FLEXBOX_COMPONENT_H
#include "GuiComponent.h"
#include "renderers/Renderer.h"
#define DIRECTION_ROW "row"
#define DIRECTION_COLUMN "column"
#define WRAP_WRAP "wrap"
#define WRAP_NOWRAP "nowrap"
#define WRAP_REVERSE "wrap-reverse"
#define JUSTIFY_CONTENT_START "start"
#define JUSTIFY_CONTENT_END "end"
#define JUSTIFY_CONTENT_CENTER "center"
#define JUSTIFY_CONTENT_SPACE_BETWEEN "space-between"
#define JUSTIFY_CONTENT_SPACE_AROUND "space-around"
#define JUSTIFY_CONTENT_SPACE_EVENLY "space-evenly"
#define ITEM_ALIGN_START "start"
#define ITEM_ALIGN_END "end"
#define ITEM_ALIGN_CENTER "center"
#define ITEM_ALIGN_STRETCH "stretch"
#define DEFAULT_DIRECTION DIRECTION_ROW
#define DEFAULT_WRAP WRAP_WRAP
#define DEFAULT_JUSTIFY_CONTENT JUSTIFY_CONTENT_START
#define DEFAULT_ALIGN ITEM_ALIGN_CENTER
#define DEFAULT_MARGIN_X = 10.0f
#define DEFAULT_MARGIN_Y = 10.0f
class TextureResource;
class FlexboxComponent : public GuiComponent
{
public:
FlexboxComponent(Window* window, unsigned int assumeChildren = 0);
void render(const glm::mat4& parentTrans) override;
void onSizeChanged() override;
void setDirection(int direction);
int getDirection();
void setSlots(std::vector<std::string>);
std::vector<std::string> getSlots() const;
virtual void applyTheme(const std::shared_ptr<ThemeData>& theme,
const std::string& view,
const std::string& element,
unsigned int properties) override;
virtual std::vector<HelpPrompt> getHelpPrompts() override;
private:
// Calculate flexbox layout.
void updateVertices();
// Storage for the flexbox components positions and sizes.
std::map<std::string, glm::vec4> mVertices;
// The components of the flexbox.
std::map<std::string, GuiComponent> mComponents;
// Named map of the components of the flexbox.
std::vector<std::string> mSlots;
std::string mDirection;
std::string mWrap;
std::string mJustifyContent;
std::string mAlign;
glm::vec2 mMargin;
unsigned int mAssumeChildren;
};
#endif // ES_APP_COMPONENTS_FLEXBOX_COMPONENT_H