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Merge pull request #418 from Koerty/grid-dynamic-image-loader
[GRID 7] Dynamic image loader
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commit
f6aaf2ab16
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@ -209,7 +209,7 @@ void Window::update(int deltaTime)
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// vram
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float textureVramUsageMb = TextureResource::getTotalMemUsage() / 1000.0f / 1000.0f;
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float textureTotalUsageMb = TextureResource::getTotalTextureSize() / 1000.0f / 1000.0f;
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float fontVramUsageMb = Font::getTotalMemUsage() / 1000.0f / 1000.0f;;
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float fontVramUsageMb = Font::getTotalMemUsage() / 1000.0f / 1000.0f;
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ss << "\nFont VRAM: " << fontVramUsageMb << " Tex VRAM: " << textureVramUsageMb <<
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" Tex Max: " << textureTotalUsageMb;
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@ -23,6 +23,7 @@ class ImageGridComponent : public IList<ImageGridData, T>
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{
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protected:
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using IList<ImageGridData, T>::mEntries;
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using IList<ImageGridData, T>::mScrollTier;
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using IList<ImageGridData, T>::listUpdate;
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using IList<ImageGridData, T>::listInput;
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using IList<ImageGridData, T>::listRenderTitleOverlay;
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@ -47,7 +48,6 @@ public:
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virtual void applyTheme(const std::shared_ptr<ThemeData>& theme, const std::string& view, const std::string& element, unsigned int properties) override;
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void onSizeChanged() override;
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inline void setCursorChangedCallback(const std::function<void(CursorState state)>& func) { mCursorChangedCallback = func; }
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protected:
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@ -57,11 +57,15 @@ private:
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// TILES
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void buildTiles();
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void updateTiles();
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void updateTileAtPos(int tilePos, int imgPos, int bufferTop, int bufferBot);
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int getStartPosition() const;
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void calcGridDimension();
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// IMAGES & ENTRIES
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const int texBuffersBehind[4] = { 1, 1, 1, 1 };
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const int texBuffersForward[4] = { 1, 2, 3, 3 };
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bool mEntriesDirty;
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int mLastCursor;
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std::shared_ptr<TextureResource> mDefaultGameTexture;
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std::shared_ptr<TextureResource> mDefaultFolderTexture;
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@ -84,6 +88,7 @@ ImageGridComponent<T>::ImageGridComponent(Window* window) : IList<ImageGridData,
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Vector2f screen = Vector2f((float)Renderer::getScreenWidth(), (float)Renderer::getScreenHeight());
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mEntriesDirty = true;
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mLastCursor = 0;
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mDefaultGameTexture = TextureResource::get(":/blank_game.png");
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mDefaultFolderTexture = TextureResource::get(":/folder.png");
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@ -179,7 +184,6 @@ void ImageGridComponent<T>::render(const Transform4x4f& parentTrans)
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Renderer::pushClipRect(pos, size);
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// Render all the tiles but the selected one
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std::shared_ptr<GridTileComponent> selectedTile = NULL;
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for(auto it = mTiles.begin(); it != mTiles.end(); it++)
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{
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@ -198,6 +202,8 @@ void ImageGridComponent<T>::render(const Transform4x4f& parentTrans)
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if (selectedTile != NULL)
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selectedTile->render(trans);
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listRenderTitleOverlay(trans);
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GuiComponent::renderChildren(trans);
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}
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@ -306,8 +312,8 @@ void ImageGridComponent<T>::buildTiles()
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calcGridDimension();
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Vector2f startPosition = mTileSize / 2;
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Vector2f tileDistance = mTileSize + mMargin;
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Vector2f startPosition = mTileSize / 2 - Vector2f(0, tileDistance.y() * texBuffersForward[3]);
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int X, Y;
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@ -342,26 +348,69 @@ void ImageGridComponent<T>::updateTiles()
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if (!mTiles.size())
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return;
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int img = getStartPosition();
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for(int ti = 0; ti < mTiles.size(); ti++)
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// Stop updating the tiles at highest scroll speed
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if (mScrollTier == 3)
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{
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std::shared_ptr<GridTileComponent> tile = mTiles.at(ti);
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// If we have more tiles than we have to display images on screen, hide them
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if(img >= size())
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for (int ti = 0; ti < mTiles.size(); ti++)
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{
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std::shared_ptr<GridTileComponent> tile = mTiles.at(ti);
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tile->setSelected(false);
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tile->setImage("");
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tile->setImage(mDefaultGameTexture);
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tile->setVisible(false);
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continue;
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}
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return;
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}
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tile->setSelected(img == mCursor);
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tile->setImage(mEntries.at(img).data.texture);
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// 1 if scrolling down, -1 if scrolling up
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int scrollDirection = mCursor >= mLastCursor ? 1 : -1;
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// If going down, update from top to bottom
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// If going up, update from bottom to top
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int ti = scrollDirection == 1 ? 0 : mTiles.size() - 1;
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int end = scrollDirection == 1 ? mTiles.size() : -1;
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int img = getStartPosition();
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if (scrollDirection == -1)
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img += mTiles.size() - 1;
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// Calculate buffer size depending on scroll speed and direction
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int bufferBehind = (texBuffersForward[3] - texBuffersBehind[mScrollTier]) * mGridDimension.x();
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int bufferForward = (texBuffersForward[3] - texBuffersForward[mScrollTier]) * mGridDimension.x();
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int bufferTop = scrollDirection == 1 ? bufferBehind : bufferForward;
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int bufferBot = scrollDirection == 1 ? bufferForward : bufferBehind;
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// Update the tiles
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while (ti != end)
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{
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updateTileAtPos(ti, img, bufferTop, bufferBot);
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ti += scrollDirection;
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img += scrollDirection;
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}
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mLastCursor = mCursor;
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}
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template<typename T>
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void ImageGridComponent<T>::updateTileAtPos(int tilePos, int imgPos, int bufferTop, int bufferBot)
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{
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std::shared_ptr<GridTileComponent> tile = mTiles.at(tilePos);
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// If we have more tiles than we have to display images on screen, hide them
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if(imgPos < 0 || imgPos >= size()
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|| tilePos < bufferTop || tilePos >= mTiles.size() - bufferBot) // Same for tiles out of the buffer
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{
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tile->setSelected(false);
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tile->setImage("");
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tile->setVisible(false);
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}
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else
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{
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tile->setSelected(imgPos == mCursor);
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tile->setImage(mEntries.at(imgPos).data.texture);
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tile->setVisible(true);
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img++;
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}
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}
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@ -373,23 +422,28 @@ int ImageGridComponent<T>::getStartPosition() const
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// case, whenever we have an integer number of rows or not (the last partial row is ignored when
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// calculating position and the cursor shouldn't end up in this row when close to the end)
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int partialRow = (int)mLastRowPartial;
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if ((int)mEntries.size() < mGridDimension.x() * (mGridDimension.y() - (int)mLastRowPartial))
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partialRow = 0;
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int cursorRow = mCursor / mGridDimension.x();
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int start = (cursorRow - ((mGridDimension.y() - partialRow) / 2)) * mGridDimension.x();
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// If we are at the end put the row as close as we can and no higher, using the following formula
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// Where E is the nb of entries, X the grid x dim (nb of column), Y the grid y dim (nb of line)
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// start = first tile of last row - nb column * (nb line - 1)
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// = (E - 1) / X * X - X * (Y - 1)
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// = X * ((E - 1) / X - Y + 1)
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if(start + (mGridDimension.x() * (mGridDimension.y() - partialRow)) >= (int)mEntries.size())
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start = mGridDimension.x() * (((int)mEntries.size() - 1) / mGridDimension.x() - mGridDimension.y() + 1 + partialRow);
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// Number of tiles which are just used as a buffer for texture loading
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int bufferSize = texBuffersForward[3] * mGridDimension.x();
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if(start < 0)
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start = 0;
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if(start + (mGridDimension.x() * (mGridDimension.y() - partialRow)) >= (int)mEntries.size() + bufferSize)
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{
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// If we are at the end put the row as close as we can and no higher, using the following formula
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// Where E is the nb of entries, X the grid x dim (nb of column), Y the grid y dim (nb of line)
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// start = first tile of last row - nb column * (nb line - 1)
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// = (E - 1) / X * X - X * (Y - 1)
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// = X * ((E - 1) / X - Y + 1)
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start = mGridDimension.x() * (((int)mEntries.size() - 1) / mGridDimension.x() - mGridDimension.y() + 1 + partialRow) + bufferSize;
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}
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if(start < -bufferSize)
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{
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start = -bufferSize;
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}
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return start;
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}
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@ -416,6 +470,9 @@ void ImageGridComponent<T>::calcGridDimension()
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LOG(LogError) << "Theme defined grid X dimension below 1";
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if (mGridDimension.y() < 1)
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LOG(LogError) << "Theme defined grid Y dimension below 1";
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// Add extra tiles to both side depending on max texture buffer
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mGridDimension.y() += texBuffersForward[3] * 2;
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};
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