// SPDX-License-Identifier: MIT // // ES-DE Frontend // FlexboxComponent.cpp // // Flexbox layout component. // #define DEFAULT_DIRECTION "row" #define DEFAULT_ALIGNMENT "left" #define DEFAULT_ITEMS_PER_LINE 4 #define DEFAULT_LINES 2 #define DEFAULT_ITEM_PLACEMENT "center" #define DEFAULT_MARGIN_X std::roundf(0.01f * Renderer::getScreenWidth()) #define DEFAULT_MARGIN_Y std::roundf(0.01f * Renderer::getScreenHeight()) #include "components/FlexboxComponent.h" #include "Settings.h" #include "ThemeData.h" FlexboxComponent::FlexboxComponent(std::vector& items) : mRenderer {Renderer::getInstance()} , mItems {items} , mDirection {DEFAULT_DIRECTION} , mAlignment {DEFAULT_ALIGNMENT} , mLines {DEFAULT_LINES} , mItemsPerLine {DEFAULT_ITEMS_PER_LINE} , mItemPlacement {DEFAULT_ITEM_PLACEMENT} , mItemMargin {glm::vec2 {DEFAULT_MARGIN_X, DEFAULT_MARGIN_Y}} , mLayoutValid {false} { } void FlexboxComponent::render(const glm::mat4& parentTrans) { if (!isVisible() || mOpacity == 0.0f || mThemeOpacity == 0.0f) return; if (!mLayoutValid) calculateLayout(); glm::mat4 trans {parentTrans * getTransform()}; mRenderer->setMatrix(trans); if (Settings::getInstance()->getBool("DebugImage")) mRenderer->drawRect(0.0f, 0.0f, ceilf(mSize.x), ceilf(mSize.y), 0xFF000033, 0xFF000033); for (auto& item : mItems) { if (!item.visible) continue; if (mOpacity == 1.0f) { item.baseImage.render(trans); if (item.overlayImage.getTexture() != nullptr) item.overlayImage.render(trans); } else { item.baseImage.setOpacity(mOpacity); item.baseImage.render(trans); item.baseImage.setOpacity(1.0f); if (item.overlayImage.getTexture() != nullptr) { item.overlayImage.setOpacity(mOpacity); item.overlayImage.render(trans); item.overlayImage.setOpacity(1.0f); } } } } void FlexboxComponent::setItemMargin(glm::vec2 value) { if (value.x == -1.0f) mItemMargin.x = std::roundf(value.y * Renderer::getScreenHeight()); else mItemMargin.x = std::roundf(value.x * Renderer::getScreenWidth()); if (value.y == -1.0f) mItemMargin.y = std::roundf(value.x * Renderer::getScreenWidth()); else mItemMargin.y = std::roundf(value.y * Renderer::getScreenHeight()); mLayoutValid = false; } void FlexboxComponent::calculateLayout() { // If we're not clamping itemMargin to a reasonable value, all kinds of weird rendering // issues could occur. mItemMargin.x = glm::clamp(mItemMargin.x, 0.0f, mSize.x / 2.0f); mItemMargin.y = glm::clamp(mItemMargin.y, 0.0f, mSize.y / 2.0f); // Also keep the size within reason. mSize.x = glm::clamp(mSize.x, Renderer::getScreenWidth() * 0.03f, Renderer::getScreenWidth()); mSize.y = glm::clamp(mSize.y, Renderer::getScreenHeight() * 0.03f, Renderer::getScreenHeight()); if (mItemsPerLine * mLines < mItems.size()) { LOG(LogWarning) << "FlexboxComponent: Invalid theme configuration, the number of badges" " exceeds the product of times , setting to " << mItems.size(); mItemsPerLine = static_cast(mItems.size()); } glm::vec2 grid {0.0f, 0.0f}; if (mDirection == "row") grid = {mItemsPerLine, mLines}; else grid = {mLines, mItemsPerLine}; glm::vec2 maxItemSize {(mSize + mItemMargin - grid * mItemMargin) / grid}; float rowHeight {0.0f}; bool firstItem {true}; // Calculate maximum item dimensions. for (auto& item : mItems) { if (!item.visible) continue; glm::vec2 sizeDiff {item.baseImage.getSize() / maxItemSize}; // The first item dictates the maximum width for the rest. if (firstItem) { maxItemSize.x = (item.baseImage.getSize() / std::max(sizeDiff.x, sizeDiff.y)).x; sizeDiff = item.baseImage.getSize() / maxItemSize; item.baseImage.setSize((item.baseImage.getSize() / std::max(sizeDiff.x, sizeDiff.y))); firstItem = false; } else { item.baseImage.setSize((item.baseImage.getSize() / std::max(sizeDiff.x, sizeDiff.y))); } if (item.baseImage.getSize().y > rowHeight) rowHeight = item.baseImage.getSize().y; } // Update the maximum item height. maxItemSize.y = 0.0f; for (auto& item : mItems) { if (!item.visible) continue; if (item.baseImage.getSize().y > maxItemSize.y) maxItemSize.y = item.baseImage.getSize().y; } maxItemSize = glm::round(maxItemSize); bool alignRight {mAlignment == "right"}; float alignRightComp {0.0f}; // If right-aligning, move the overall container contents during grid setup. if (alignRight && mDirection == "row") alignRightComp = std::round(mSize.x - ((maxItemSize.x + mItemMargin.x) * grid.x) + mItemMargin.x); std::vector itemPositions; // Lay out the grid. if (mDirection == "row") { for (int y = 0; y < grid.y; ++y) { for (int x = 0; x < grid.x; ++x) { itemPositions.emplace_back( glm::vec2 {(x * (maxItemSize.x + mItemMargin.x) + alignRightComp), y * (rowHeight + mItemMargin.y)}); } } } else if (mDirection == "column" && !alignRight) { for (int x = 0; x < grid.x; ++x) { for (int y = 0; y < grid.y; ++y) { itemPositions.emplace_back(glm::vec2 {(x * (maxItemSize.x + mItemMargin.x)), y * (rowHeight + mItemMargin.y)}); } } } else { // Right-aligned. for (int x = 0; x < grid.x; ++x) { for (int y = 0; y < grid.y; ++y) { itemPositions.emplace_back( glm::vec2 {(mSize.x - (x * (maxItemSize.x + mItemMargin.x)) - maxItemSize.x), y * (rowHeight + mItemMargin.y)}); } } } int pos {0}; float lastY {0.0f}; float itemsOnLastRow {0}; int visibleItemCount {0}; // Position items on the grid. for (auto& item : mItems) { if (!item.visible) continue; ++visibleItemCount; if (mDirection == "row" && pos > 0) { if (itemPositions[pos - 1].y < itemPositions[pos].y) { lastY = itemPositions[pos].y; itemsOnLastRow = 0; } } float verticalOffset {0.0f}; // For any items that do not fill the maximum height, position these either on // top/start (implicit), center or bottom/end. if (item.baseImage.getSize().y < maxItemSize.y) { if (mItemPlacement == "center") { verticalOffset = std::floor((maxItemSize.y - item.baseImage.getSize().y) / 2.0f); } else if (mItemPlacement == "end") { verticalOffset = maxItemSize.y - item.baseImage.getSize().y; } } item.baseImage.setPosition(itemPositions[pos].x, itemPositions[pos].y + verticalOffset, 0.0f); // Optional overlay image. if (item.overlayImage.getTexture() != nullptr) { item.overlayImage.setResize(item.baseImage.getSize().x * item.overlaySize, 0.0f); item.overlayImage.setPosition( item.baseImage.getPosition().x + (item.baseImage.getSize().x * item.overlayPosition.x) - item.overlayImage.getSize().x / 2.0f, item.baseImage.getPosition().y + (item.baseImage.getSize().y * item.overlayPosition.y) - item.overlayImage.getSize().y / 2.0f); } // This rasterizes the SVG images so they look nice and smooth. item.baseImage.setResize(item.baseImage.getSize()); ++itemsOnLastRow; ++pos; } // Apply right-align to the items if we're using row mode. if (alignRight && mDirection == "row") { for (auto& item : mItems) { if (!item.visible) continue; glm::vec3 currPos {item.baseImage.getPosition()}; if (currPos.y == lastY) { const float offset {(grid.x - itemsOnLastRow) * (maxItemSize.x + mItemMargin.x)}; item.baseImage.setPosition(currPos.x + offset, currPos.y, currPos.z); if (item.overlayImage.getTexture() != nullptr) { currPos = item.overlayImage.getPosition(); item.overlayImage.setPosition(currPos.x + offset, currPos.y, currPos.z); } } } } if (visibleItemCount > 0 && mAlignment == "center") { if (mDirection == "row") { const int gridX {static_cast(grid.x)}; const int fullRows {visibleItemCount / gridX}; int offsetCounter {0}; float offset {std::round( (mSize.x - ((maxItemSize.x + mItemMargin.x) * grid.x) + mItemMargin.x) / 2.0f)}; // Center items if they don't fill a single row. if (fullRows == 0) { const int compCount {gridX - visibleItemCount}; offset += (maxItemSize.x * compCount) / 2.0f; offset += (mItemMargin.x / 2.0f) * compCount; } for (auto& item : mItems) { if (!item.visible) continue; // Move items on full rows using the general centering offset. glm::vec3 currPos {item.baseImage.getPosition()}; item.baseImage.setPosition(currPos.x + offset, currPos.y, currPos.z); if (item.overlayImage.getTexture() != nullptr) { currPos = item.overlayImage.getPosition(); item.overlayImage.setPosition(currPos.x + offset, currPos.y, currPos.z); } ++offsetCounter; // Items on the last non-full row will need to be moved according to how many // items less than a full row there are. if (offsetCounter == fullRows * gridX) { const int compCount {gridX - (visibleItemCount - offsetCounter)}; offset += (maxItemSize.x * compCount) / 2.0f; offset += (mItemMargin.x / 2.0f) * compCount; } } } else if (mDirection == "column") { const int gridY {static_cast(grid.y)}; int columnCount {visibleItemCount / gridY}; if (visibleItemCount % gridY != 0) ++columnCount; const float offset {std::round( (mSize.x - ((maxItemSize.x + mItemMargin.x) * columnCount) + mItemMargin.x) / 2.0f)}; for (auto& item : mItems) { if (!item.visible) continue; glm::vec3 currPos {item.baseImage.getPosition()}; item.baseImage.setPosition(currPos.x + offset, currPos.y, currPos.z); if (item.overlayImage.getTexture() != nullptr) { currPos = item.overlayImage.getPosition(); item.overlayImage.setPosition(currPos.x + offset, currPos.y, currPos.z); } } } } mLayoutValid = true; }