// SPDX-License-Identifier: MIT // // EmulationStation Desktop Edition // TextListComponent.h // // Text list used for displaying and navigating the gamelist views. // #ifndef ES_APP_COMPONENTS_TEXT_LIST_COMPONENT_H #define ES_APP_COMPONENTS_TEXT_LIST_COMPONENT_H #include "Log.h" #include "Sound.h" #include "components/IList.h" #include "resources/Font.h" #include "utils/StringUtil.h" #include class TextCache; struct TextListData { unsigned int colorId; std::shared_ptr textCache; }; // A scrollable text list supporting multiple row colors. template class TextListComponent : public IList { protected: using IList::mEntries; using IList::listUpdate; using IList::listInput; using IList::listRenderTitleOverlay; using IList::getTransform; using IList::mSize; using IList::mCursor; using IList::mWindow; using IList::IList; public: using IList::size; using IList::isScrolling; using IList::stopScrolling; using GuiComponent::setColor; TextListComponent(Window* window); bool input(InputConfig* config, Input input) override; void update(int deltaTime) override; void render(const glm::mat4& parentTrans) override; void applyTheme(const std::shared_ptr& theme, const std::string& view, const std::string& element, unsigned int properties) override; void add(const std::string& name, const T& obj, unsigned int colorId); enum Alignment { ALIGN_LEFT, // Replace with AllowShortEnumsOnASingleLine: false (clang-format >=11.0). ALIGN_CENTER, ALIGN_RIGHT }; void setAlignment(Alignment align) { // Set alignment. mAlignment = align; } void setCursorChangedCallback(const std::function& func) { mCursorChangedCallback = func; } void setFont(const std::shared_ptr& font) { mFont = font; for (auto it = mEntries.begin(); it != mEntries.end(); it++) it->data.textCache.reset(); } void setUppercase(bool /*uppercase*/) { mUppercase = true; for (auto it = mEntries.begin(); it != mEntries.end(); it++) it->data.textCache.reset(); } void setSelectorHeight(float selectorScale) { mSelectorHeight = selectorScale; } void setSelectorOffsetY(float selectorOffsetY) { mSelectorOffsetY = selectorOffsetY; } void setSelectorColor(unsigned int color) { mSelectorColor = color; } void setSelectorColorEnd(unsigned int color) { mSelectorColorEnd = color; } void setSelectorColorGradientHorizontal(bool horizontal) { mSelectorColorGradientHorizontal = horizontal; } void setSelectedColor(unsigned int color) { mSelectedColor = color; } void setColor(unsigned int id, unsigned int color) { mColors[id] = color; } void setLineSpacing(float lineSpacing) { mLineSpacing = lineSpacing; } protected: virtual void onScroll() override { if (!NavigationSounds::getInstance()->isPlayingThemeNavigationSound(SCROLLSOUND)) NavigationSounds::getInstance()->playThemeNavigationSound(SCROLLSOUND); } virtual void onCursorChanged(const CursorState& state) override; private: int mLoopOffset; int mLoopOffset2; int mLoopTime; bool mLoopScroll; Alignment mAlignment; float mHorizontalMargin; std::function mCursorChangedCallback; std::shared_ptr mFont; bool mUppercase; float mLineSpacing; float mSelectorHeight; float mSelectorOffsetY; unsigned int mSelectorColor; unsigned int mSelectorColorEnd; bool mSelectorColorGradientHorizontal = true; unsigned int mSelectedColor; static const unsigned int COLOR_ID_COUNT = 2; unsigned int mColors[COLOR_ID_COUNT]; ImageComponent mSelectorImage; }; template TextListComponent::TextListComponent(Window* window) : IList(window) , mSelectorImage(window) { mLoopOffset = 0; mLoopOffset2 = 0; mLoopTime = 0; mLoopScroll = false; mHorizontalMargin = 0.0f; mAlignment = ALIGN_CENTER; mFont = Font::get(FONT_SIZE_MEDIUM); mUppercase = false; mLineSpacing = 1.5f; mSelectorHeight = mFont->getSize() * 1.5f; mSelectorOffsetY = 0; mSelectorColor = 0x000000FF; mSelectorColorEnd = 0x000000FF; mSelectorColorGradientHorizontal = true; mSelectedColor = 0; mColors[0] = 0x0000FFFF; mColors[1] = 0x00FF00FF; } template void TextListComponent::render(const glm::mat4& parentTrans) { if (size() == 0) return; glm::mat4 trans{parentTrans * getTransform()}; std::shared_ptr& font{mFont}; int startEntry{0}; float y{0.0f}; const float entrySize{std::max(floorf(font->getHeight(1.0f)), floorf(static_cast(font->getSize())) * mLineSpacing)}; const float lineSpacingHeight{floorf(font->getHeight(mLineSpacing) - font->getHeight(1.0f))}; // This extra vertical margin is technically incorrect, but it adds a little extra leeway // to avoid removing the last row on some older theme sets. There was a sizing bug in the // RetroPie fork of EmulationStation and some theme authors set sizes that are just slightly // too small for the last row to show up when the sizing calculation is done correctly. const float extraMargin{(Renderer::getScreenHeightModifier() >= 1.0f ? 3.0f : 0.0f)}; // Number of entries that can fit on the screen simultaneously. int screenCount{ static_cast(floorf((mSize.y + lineSpacingHeight / 2.0f + extraMargin) / entrySize))}; if (size() >= screenCount) { startEntry = mCursor - screenCount / 2; if (startEntry < 0) startEntry = 0; if (startEntry >= size() - screenCount) startEntry = size() - screenCount; } int listCutoff = startEntry + screenCount; if (listCutoff > size()) listCutoff = size(); // Draw selector bar. if (startEntry < listCutoff) { if (mSelectorImage.hasImage()) { mSelectorImage.setPosition(0.0f, (mCursor - startEntry) * entrySize + mSelectorOffsetY, 0.0f); mSelectorImage.render(trans); } else { Renderer::setMatrix(trans); Renderer::drawRect(0.0f, (mCursor - startEntry) * entrySize + mSelectorOffsetY, mSize.x, mSelectorHeight, mSelectorColor, mSelectorColorEnd, mSelectorColorGradientHorizontal); } } if (Settings::getInstance()->getBool("DebugText")) { Renderer::drawRect(mHorizontalMargin, 0.0f, mSize.x - mHorizontalMargin * 2.0f, mSize.y, 0x00000033, 0x00000033); Renderer::drawRect(0.0f, 0.0f, mSize.x, mSize.y, 0x0000FF33, 0x0000FF33); } // Clip to inside margins. glm::vec3 dim{mSize.x, mSize.y, 0.0f}; dim.x = (trans[0].x * dim.x + trans[3].x) - trans[3].x; dim.y = (trans[1].y * dim.y + trans[3].y) - trans[3].y; Renderer::pushClipRect( glm::ivec2{static_cast(trans[3].x + mHorizontalMargin), static_cast(trans[3].y)}, glm::ivec2{static_cast(dim.x - mHorizontalMargin * 2.0f), static_cast(dim.y)}); for (int i = startEntry; i < listCutoff; i++) { typename IList::Entry& entry = mEntries.at(static_cast(i)); unsigned int color; if (mCursor == i && mSelectedColor) color = mSelectedColor; else color = mColors[entry.data.colorId]; if (!entry.data.textCache) entry.data.textCache = std::unique_ptr(font->buildTextCache( mUppercase ? Utils::String::toUpper(entry.name) : entry.name, 0, 0, 0x000000FF)); // If a game is marked as hidden, lower the text opacity a lot. // If a game is marked to not be counted, lower the opacity a moderate amount. if (entry.object->getHidden()) entry.data.textCache->setColor(color & 0xFFFFFF44); else if (!entry.object->getCountAsGame()) entry.data.textCache->setColor(color & 0xFFFFFF77); else entry.data.textCache->setColor(color); glm::vec3 offset{0.0f, y, 0.0f}; switch (mAlignment) { case ALIGN_LEFT: offset.x = mHorizontalMargin; break; case ALIGN_CENTER: offset.x = static_cast((mSize.x - entry.data.textCache->metrics.size.x) / 2.0f); if (offset.x < mHorizontalMargin) offset.x = mHorizontalMargin; break; case ALIGN_RIGHT: offset.x = (mSize.x - entry.data.textCache->metrics.size.x); offset.x -= mHorizontalMargin; if (offset.x < mHorizontalMargin) offset.x = mHorizontalMargin; break; } // Render text. glm::mat4 drawTrans{trans}; // Currently selected item text might be looping. if (mCursor == i && mLoopOffset > 0) drawTrans = glm::translate( drawTrans, offset - glm::vec3{static_cast(mLoopOffset), 0.0f, 0.0f}); else drawTrans = glm::translate(drawTrans, offset); // Needed to avoid flickering when returning to the start position. if (mLoopOffset == 0 && mLoopOffset2 == 0) mLoopScroll = false; Renderer::setMatrix(drawTrans); font->renderTextCache(entry.data.textCache.get()); // Render currently selected row again if text is moved far enough for it to repeat. if ((mCursor == i && mLoopOffset2 < 0) || (mCursor == i && mLoopScroll)) { mLoopScroll = true; drawTrans = trans; drawTrans = glm::translate( drawTrans, offset - glm::vec3{static_cast(mLoopOffset2), 0.0f, 0.0f}); Renderer::setMatrix(drawTrans); font->renderTextCache(entry.data.textCache.get()); } y += entrySize; } Renderer::popClipRect(); listRenderTitleOverlay(trans); GuiComponent::renderChildren(trans); } template bool TextListComponent::input(InputConfig* config, Input input) { if (size() > 0) { if (input.value != 0) { if (config->isMappedLike("down", input)) { listInput(1); return true; } if (config->isMappedLike("up", input)) { listInput(-1); return true; } if (config->isMappedLike("rightshoulder", input)) { listInput(10); return true; } if (config->isMappedLike("leftshoulder", input)) { listInput(-10); return true; } if (config->isMappedLike("righttrigger", input)) { return this->listLastRow(); } if (config->isMappedLike("lefttrigger", input)) { return this->listFirstRow(); } } else { if (config->isMappedLike("down", input) || config->isMappedLike("up", input) || config->isMappedLike("rightshoulder", input) || config->isMappedLike("leftshoulder", input) || config->isMappedLike("lefttrigger", input) || config->isMappedLike("righttrigger", input)) stopScrolling(); } } return GuiComponent::input(config, input); } template void TextListComponent::update(int deltaTime) { listUpdate(deltaTime); if (mWindow->isScreensaverActive() || !mWindow->getAllowTextScrolling()) stopScrolling(); if (!isScrolling() && size() > 0) { // Always reset the loop offsets. mLoopOffset = 0; mLoopOffset2 = 0; // If we're not scrolling and this object's text exceeds our size, then loop it. const float textLength = mFont ->sizeText(Utils::String::toUpper( mEntries.at(static_cast(mCursor)).name)) .x; const float limit = mSize.x - mHorizontalMargin * 2.0f; if (textLength > limit) { // Loop the text. const float speed = mFont->sizeText("ABCDEFGHIJKLMNOPQRSTUVWXYZ").x * 0.247f; const float delay = 3000.0f; const float scrollLength = textLength; const float returnLength = speed * 1.5f; const float scrollTime = (scrollLength * 1000.0f) / speed; const float returnTime = (returnLength * 1000.0f) / speed; const int maxTime = static_cast(delay + scrollTime + returnTime); mLoopTime += deltaTime; while (mLoopTime > maxTime) mLoopTime -= maxTime; mLoopOffset = static_cast(Utils::Math::loop(delay, scrollTime + returnTime, static_cast(mLoopTime), scrollLength + returnLength)); if (mLoopOffset > (scrollLength - (limit - returnLength))) mLoopOffset2 = static_cast(mLoopOffset - (scrollLength + returnLength)); } } GuiComponent::update(deltaTime); } // List management stuff. template void TextListComponent::add(const std::string& name, const T& obj, unsigned int color) { assert(color < COLOR_ID_COUNT); typename IList::Entry entry; entry.name = name; entry.object = obj; entry.data.colorId = color; static_cast*>(this)->add(entry); } template void TextListComponent::onCursorChanged(const CursorState& state) { mLoopOffset = 0; mLoopOffset2 = 0; mLoopTime = 0; if (mCursorChangedCallback) mCursorChangedCallback(state); } template void TextListComponent::applyTheme(const std::shared_ptr& theme, const std::string& view, const std::string& element, unsigned int properties) { GuiComponent::applyTheme(theme, view, element, properties); const ThemeData::ThemeElement* elem = theme->getElement(view, element, "textlist"); if (!elem) return; using namespace ThemeFlags; if (properties & COLOR) { if (elem->has("selectorColor")) { setSelectorColor(elem->get("selectorColor")); setSelectorColorEnd(elem->get("selectorColor")); } if (elem->has("selectorColorEnd")) setSelectorColorEnd(elem->get("selectorColorEnd")); if (elem->has("selectorGradientType")) setSelectorColorGradientHorizontal( !(elem->get("selectorGradientType").compare("horizontal"))); if (elem->has("selectedColor")) setSelectedColor(elem->get("selectedColor")); if (elem->has("primaryColor")) setColor(0, elem->get("primaryColor")); if (elem->has("secondaryColor")) setColor(1, elem->get("secondaryColor")); } setFont(Font::getFromTheme(elem, properties, mFont)); const float selectorHeight = std::max(mFont->getHeight(1.0), static_cast(mFont->getSize())) * mLineSpacing; setSelectorHeight(selectorHeight); if (properties & ALIGNMENT) { if (elem->has("alignment")) { const std::string& str = elem->get("alignment"); if (str == "left") setAlignment(ALIGN_LEFT); else if (str == "center") setAlignment(ALIGN_CENTER); else if (str == "right") setAlignment(ALIGN_RIGHT); else LOG(LogError) << "Unknown TextListComponent alignment \"" << str << "\"!"; } if (elem->has("horizontalMargin")) { mHorizontalMargin = elem->get("horizontalMargin") * (this->mParent ? this->mParent->getSize().x : static_cast(Renderer::getScreenWidth())); } } if (properties & FORCE_UPPERCASE && elem->has("forceUppercase")) setUppercase(elem->get("forceUppercase")); if (properties & LINE_SPACING) { if (elem->has("lineSpacing")) setLineSpacing(elem->get("lineSpacing")); if (elem->has("selectorHeight")) setSelectorHeight(elem->get("selectorHeight") * Renderer::getScreenHeight()); if (elem->has("selectorOffsetY")) { float scale = this->mParent ? this->mParent->getSize().y : static_cast(Renderer::getScreenHeight()); setSelectorOffsetY(elem->get("selectorOffsetY") * scale); } else { setSelectorOffsetY(0.0); } } if (elem->has("selectorImagePath")) { std::string path = elem->get("selectorImagePath"); bool tile = elem->has("selectorImageTile") && elem->get("selectorImageTile"); mSelectorImage.setImage(path, tile); mSelectorImage.setSize(mSize.x, mSelectorHeight); mSelectorImage.setColorShift(mSelectorColor); mSelectorImage.setColorShiftEnd(mSelectorColorEnd); } else { mSelectorImage.setImage(""); } } #endif // ES_APP_COMPONENTS_TEXT_LIST_COMPONENT_H