// SPDX-License-Identifier: MIT // // EmulationStation Desktop Edition // RatingComponent.cpp // // Game rating icons. // Used by gamelist views, metadata editor and scraper. // #include "components/RatingComponent.h" #include "Settings.h" #include "ThemeData.h" #include "resources/TextureResource.h" RatingComponent::RatingComponent(Window* window, bool colorizeChanges) : GuiComponent(window) , mColorShift(DEFAULT_COLORSHIFT) , mColorShiftEnd(DEFAULT_COLORSHIFT) , mUnfilledColor(DEFAULT_COLORSHIFT) , mColorizeChanges(colorizeChanges) , mColorOriginalValue(DEFAULT_COLORSHIFT) , mColorChangedValue(DEFAULT_COLORSHIFT) { mFilledTexture = TextureResource::get(":/graphics/star_filled.svg", true); mUnfilledTexture = TextureResource::get(":/graphics/star_unfilled.svg", true); mValue = 0.5f; mSize = glm::vec2{64.0f * NUM_RATING_STARS, 64.0f}; updateVertices(); updateColors(); } void RatingComponent::setValue(const std::string& value) { if (value.empty()) { mValue = 0.0f; } else { // Round to the closest .1 value, i.e. to the closest half-icon. mValue = std::round(stof(value) / 0.1f) / 10.0f; mOriginalValue = static_cast(mValue * 10.0f); // If the argument to colorize the rating icons has been passed, set the // color shift accordingly. if (mColorizeChanges) { if (static_cast(mValue * 10.0f) == mOriginalValue) setColorShift(mColorOriginalValue); else setColorShift(mColorChangedValue); } // For the special situation where there is a fractional rating in the gamelist.xml // file that has been rounded to a half-star rating, render the rating icons green. // This should only happen if an external scraper has been used or if the file has // been manually edited. if (mColorizeChanges && mValue != stof(value)) { mOriginalValue = ICONCOLOR_USERMARKED; setColorShift(0x449944FF); } if (mValue > 1.0f) mValue = 1.0f; else if (mValue < 0.0f) mValue = 0.0f; } updateVertices(); } std::string RatingComponent::getValue() const { // Do not use std::to_string here as it will use the current locale // and that sometimes encodes decimals as commas. std::stringstream ss; ss << mValue; return ss.str(); } void RatingComponent::setOpacity(unsigned char opacity) { mOpacity = opacity; mColorShift = (mColorShift >> 8 << 8) | mOpacity; updateColors(); } void RatingComponent::setColorShift(unsigned int color) { mColorShift = color; mColorShiftEnd = color; // Grab the opacity from the color shift because we may need // to apply it if fading in textures. mOpacity = color & 0xff; updateColors(); } void RatingComponent::onSizeChanged() { if (mSize.y == 0.0f) mSize.y = mSize.x / NUM_RATING_STARS; else if (mSize.x == 0.0f) mSize.x = mSize.y * NUM_RATING_STARS; if (mSize.y > 0.0f) { size_t heightPx = static_cast(std::round(mSize.y)); if (mFilledTexture) mFilledTexture->rasterizeAt(heightPx, heightPx); if (mUnfilledTexture) mUnfilledTexture->rasterizeAt(heightPx, heightPx); } updateVertices(); } void RatingComponent::updateVertices() { const float numStars = NUM_RATING_STARS; const float h = getSize().y; // Ss the same as a single star's width. const float w = getSize().y * mValue * numStars; const float fw = getSize().y * numStars; const unsigned int color = Renderer::convertRGBAToABGR(mColorShift); // clang-format off mVertices[0] = {{0.0f, 0.0f}, {0.0f, 1.0f}, color}; mVertices[1] = {{0.0f, h }, {0.0f, 0.0f}, color}; mVertices[2] = {{w, 0.0f}, {mValue * numStars, 1.0f}, color}; mVertices[3] = {{w, h }, {mValue * numStars, 0.0f}, color}; mVertices[4] = {{0.0f, 0.0f}, {0.0f, 1.0f}, color}; mVertices[5] = {{0.0f, h }, {0.0f, 0.0f}, color}; mVertices[6] = {{fw, 0.0f}, {numStars, 1.0f}, color}; mVertices[7] = {{fw, h }, {numStars, 0.0f}, color}; // clang-format on } void RatingComponent::updateColors() { const unsigned int color = Renderer::convertRGBAToABGR(mColorShift); for (int i = 0; i < 8; i++) mVertices[i].col = color; } void RatingComponent::render(const glm::mat4& parentTrans) { if (!isVisible() || mFilledTexture == nullptr || mUnfilledTexture == nullptr) return; glm::mat4 trans{parentTrans * getTransform()}; Renderer::setMatrix(trans); if (mOpacity > 0) { if (Settings::getInstance()->getBool("DebugImage")) { Renderer::drawRect(0.0f, 0.0f, mSize.y * NUM_RATING_STARS, mSize.y, 0xFF000033, 0xFF000033); } if (mUnfilledTexture->bind()) { if (mUnfilledColor != mColorShift) { const unsigned int color = Renderer::convertRGBAToABGR(mUnfilledColor); for (int i = 0; i < 8; i++) mVertices[i].col = color; } Renderer::drawTriangleStrips(&mVertices[4], 4); Renderer::bindTexture(0); if (mUnfilledColor != mColorShift) updateColors(); } if (mFilledTexture->bind()) { Renderer::drawTriangleStrips(&mVertices[0], 4); Renderer::bindTexture(0); } } renderChildren(trans); } bool RatingComponent::input(InputConfig* config, Input input) { if (config->isMappedTo("a", input) && input.value != 0) { mValue += (1.0f / 2.0f) / NUM_RATING_STARS; if (mValue > 1.05f) mValue = 0.0f; // If the argument to colorize the rating icons has been passed, // set the color shift accordingly. if (mColorizeChanges) { if (static_cast(mValue * 10.0f) == mOriginalValue) setColorShift(mColorOriginalValue); else setColorShift(mColorChangedValue); } updateVertices(); } return GuiComponent::input(config, input); } void RatingComponent::applyTheme(const std::shared_ptr& theme, const std::string& view, const std::string& element, unsigned int properties) { using namespace ThemeFlags; const ThemeData::ThemeElement* elem = theme->getElement(view, element, "rating"); if (!elem) return; bool imgChanged = false; if (properties & PATH && elem->has("filledPath")) { mFilledTexture = TextureResource::get(elem->get("filledPath"), true); imgChanged = true; } if (properties & PATH && elem->has("unfilledPath")) { mUnfilledTexture = TextureResource::get(elem->get("unfilledPath"), true); imgChanged = true; } if (properties & COLOR) { if (elem->has("color")) setColorShift(elem->get("color")); if (elem->has("unfilledColor")) mUnfilledColor = elem->get("unfilledColor"); else mUnfilledColor = mColorShift; } GuiComponent::applyTheme(theme, view, element, properties); if (imgChanged) onSizeChanged(); } std::vector RatingComponent::getHelpPrompts() { std::vector prompts; prompts.push_back(HelpPrompt("a", "add half star")); return prompts; }