// // RatingComponent.h // // Game rating icons. // Used by gamelist views, metadata editor and scraper. // #pragma once #ifndef ES_APP_COMPONENTS_RATING_COMPONENT_H #define ES_APP_COMPONENTS_RATING_COMPONENT_H #include "renderers/Renderer.h" #include "GuiComponent.h" class TextureResource; #define NUM_RATING_STARS 5 // Used to visually display/edit some sort of "score" - e.g. 5/10, 3/5, etc. // setSize(x, y) works a little differently than you might expect: // * (0, y != 0) - x will be automatically calculated (5*y). // * (x != 0, 0) - y will be automatically calculated (x/5). // * (x != 0, y != 0) - you better be sure x = y*5. class RatingComponent : public GuiComponent { public: RatingComponent(Window* window); std::string getValue() const override; // Should be a normalized float (in the range [0..1]) - if it's not, it will be clamped. void setValue(const std::string& value) override; bool input(InputConfig* config, Input input) override; void render(const Transform4x4f& parentTrans) override; void onSizeChanged() override; void setOpacity(unsigned char opacity) override; // Multiply all pixels in the image by this color when rendering. void setColorShift(unsigned int color) override; virtual void applyTheme(const std::shared_ptr& theme, const std::string& view, const std::string& element, unsigned int properties) override; virtual std::vector getHelpPrompts() override; private: Vector2f mTargetSize; void updateVertices(); void updateColors(); float mValue; Renderer::Vertex mVertices[8]; unsigned int mColorShift; unsigned int mColorShiftEnd; unsigned int mUnfilledColor; std::shared_ptr mFilledTexture; std::shared_ptr mUnfilledTexture; }; #endif // ES_APP_COMPONENTS_RATING_COMPONENT_H