#pragma once #ifndef ES_CORE_COMPONENTS_IMAGE_GRID_COMPONENT_H #define ES_CORE_COMPONENTS_IMAGE_GRID_COMPONENT_H #include "Log.h" #include "animations/LambdaAnimation.h" #include "components/IList.h" #include "resources/TextureResource.h" #include "GridTileComponent.h" #define EXTRAITEMS 2 enum ScrollDirection { SCROLL_VERTICALLY, SCROLL_HORIZONTALLY }; enum ImageSource { THUMBNAIL, IMAGE, MARQUEE }; struct ImageGridData { std::string texturePath; }; template class ImageGridComponent : public IList { protected: using IList::mEntries; using IList::mScrollTier; using IList::listUpdate; using IList::listInput; using IList::listRenderTitleOverlay; using IList::getTransform; using IList::mSize; using IList::mCursor; using IList::Entry; using IList::mWindow; public: using IList::size; using IList::isScrolling; using IList::stopScrolling; ImageGridComponent(Window* window); void add(const std::string& name, const std::string& imagePath, const T& obj); bool input(InputConfig* config, Input input) override; void update(int deltaTime) override; void render(const Transform4x4f& parentTrans) override; virtual void applyTheme(const std::shared_ptr& theme, const std::string& view, const std::string& element, unsigned int properties) override; void onSizeChanged() override; inline void setCursorChangedCallback(const std::function& func) { mCursorChangedCallback = func; } ImageSource getImageSource() { return mImageSource; }; protected: virtual void onCursorChanged(const CursorState& state) override; private: // TILES void buildTiles(); void updateTiles(bool ascending = true, bool allowAnimation = true, bool updateSelectedState = true); void updateTileAtPos(int tilePos, int imgPos, bool allowAnimation, bool updateSelectedState); void calcGridDimension(); bool isScrollLoop(); bool isVertical() { return mScrollDirection == SCROLL_VERTICALLY; }; // IMAGES & ENTRIES bool mEntriesDirty; int mLastCursor; std::string mDefaultGameTexture; std::string mDefaultFolderTexture; // TILES bool mLastRowPartial; Vector2f mAutoLayout; float mAutoLayoutZoom; Vector4f mPadding; Vector2f mMargin; Vector2f mTileSize; Vector2i mGridDimension; std::shared_ptr mTheme; std::vector< std::shared_ptr > mTiles; int mStartPosition; float mCamera; float mCameraDirection; // MISCELLANEOUS bool mAnimate; bool mCenterSelection; bool mScrollLoop; ScrollDirection mScrollDirection; ImageSource mImageSource; std::function mCursorChangedCallback; }; template ImageGridComponent::ImageGridComponent(Window* window) : IList(window) { Vector2f screen = Vector2f((float)Renderer::getScreenWidth(), (float)Renderer::getScreenHeight()); mCamera = 0.0; mCameraDirection = 1.0; mAutoLayout = Vector2f::Zero(); mAutoLayoutZoom = 1.0; mStartPosition = 0; mEntriesDirty = true; mLastCursor = 0; mDefaultGameTexture = ":/graphics/cartridge.svg"; mDefaultFolderTexture = ":/graphics/folder.svg"; mSize = screen * 0.80f; mMargin = screen * 0.07f; mPadding = Vector4f::Zero(); mTileSize = GridTileComponent::getDefaultTileSize(); mAnimate = true; mCenterSelection = false; mScrollLoop = false; mScrollDirection = SCROLL_VERTICALLY; mImageSource = THUMBNAIL; } template void ImageGridComponent::add(const std::string& name, const std::string& imagePath, const T& obj) { typename IList::Entry entry; entry.name = name; entry.object = obj; entry.data.texturePath = imagePath; static_cast*>(this)->add(entry); mEntriesDirty = true; } template bool ImageGridComponent::input(InputConfig* config, Input input) { if(input.value != 0) { int idx = isVertical() ? 0 : 1; Vector2i dir = Vector2i::Zero(); if(config->isMappedLike("up", input)) dir[1 ^ idx] = -1; else if(config->isMappedLike("down", input)) dir[1 ^ idx] = 1; else if(config->isMappedLike("left", input)) dir[0 ^ idx] = -1; else if(config->isMappedLike("right", input)) dir[0 ^ idx] = 1; if(dir != Vector2i::Zero()) { if (isVertical()) listInput(dir.x() + dir.y() * mGridDimension.x()); else listInput(dir.x() + dir.y() * mGridDimension.y()); return true; } }else{ if(config->isMappedLike("up", input) || config->isMappedLike("down", input) || config->isMappedLike("left", input) || config->isMappedLike("right", input)) { stopScrolling(); } } return GuiComponent::input(config, input); } template void ImageGridComponent::update(int deltaTime) { GuiComponent::update(deltaTime); listUpdate(deltaTime); for(auto it = mTiles.begin(); it != mTiles.end(); it++) (*it)->update(deltaTime); } template void ImageGridComponent::render(const Transform4x4f& parentTrans) { Transform4x4f trans = getTransform() * parentTrans; Transform4x4f tileTrans = trans; float offsetX = isVertical() ? 0.0f : mCamera * mCameraDirection * (mTileSize.x() + mMargin.x()); float offsetY = isVertical() ? mCamera * mCameraDirection * (mTileSize.y() + mMargin.y()) : 0.0f; tileTrans.translate(Vector3f(offsetX, offsetY, 0.0)); if(mEntriesDirty) { updateTiles(); mEntriesDirty = false; } // Create a clipRect to hide tiles used to buffer texture loading float scaleX = trans.r0().x(); float scaleY = trans.r1().y(); Vector2i pos((int)Math::round(trans.translation()[0]), (int)Math::round(trans.translation()[1])); Vector2i size((int)Math::round(mSize.x() * scaleX), (int)Math::round(mSize.y() * scaleY)); Renderer::pushClipRect(pos, size); // Render all the tiles but the selected one std::shared_ptr selectedTile = NULL; for(auto it = mTiles.begin(); it != mTiles.end(); it++) { std::shared_ptr tile = (*it); // If it's the selected image, keep it for later, otherwise render it now if(tile->isSelected()) selectedTile = tile; else tile->render(tileTrans); } Renderer::popClipRect(); // Render the selected image on top of the others if (selectedTile != NULL) selectedTile->render(tileTrans); listRenderTitleOverlay(trans); GuiComponent::renderChildren(trans); } template void ImageGridComponent::applyTheme(const std::shared_ptr& theme, const std::string& view, const std::string& element, unsigned int properties) { // Apply theme to GuiComponent but not size property, which will be applied at the end of this function GuiComponent::applyTheme(theme, view, element, properties ^ ThemeFlags::SIZE); // Keep the theme pointer to apply it on the tiles later on mTheme = theme; Vector2f screen = Vector2f((float)Renderer::getScreenWidth(), (float)Renderer::getScreenHeight()); const ThemeData::ThemeElement* elem = theme->getElement(view, element, "imagegrid"); if (elem) { if (elem->has("margin")) mMargin = elem->get("margin") * screen; if (elem->has("padding")) mPadding = elem->get("padding") * Vector4f(screen.x(), screen.y(), screen.x(), screen.y()); if (elem->has("autoLayout")) mAutoLayout = elem->get("autoLayout"); if (elem->has("autoLayoutSelectedZoom")) mAutoLayoutZoom = elem->get("autoLayoutSelectedZoom"); if (elem->has("imageSource")) { auto direction = elem->get("imageSource"); if (direction == "image") mImageSource = IMAGE; else if (direction == "marquee") mImageSource = MARQUEE; else mImageSource = THUMBNAIL; } else mImageSource = THUMBNAIL; if (elem->has("scrollDirection")) mScrollDirection = (ScrollDirection)(elem->get("scrollDirection") == "horizontal"); if (elem->has("centerSelection")) { mCenterSelection = (elem->get("centerSelection")); if (elem->has("scrollLoop")) mScrollLoop = (elem->get("scrollLoop")); } if (elem->has("animate")) mAnimate = (elem->get("animate")); else mAnimate = true; if (elem->has("gameImage")) { std::string path = elem->get("gameImage"); if (!ResourceManager::getInstance()->fileExists(path)) LOG(LogWarning) << "Could not replace default game image, check path: " << path; else { std::string oldDefaultGameTexture = mDefaultGameTexture; mDefaultGameTexture = path; // mEntries are already loaded at this point, // so we need to update them with new game image texture for (auto it = mEntries.begin(); it != mEntries.end(); it++) { if ((*it).data.texturePath == oldDefaultGameTexture) (*it).data.texturePath = mDefaultGameTexture; } } } if (elem->has("folderImage")) { std::string path = elem->get("folderImage"); if (!ResourceManager::getInstance()->fileExists(path)) LOG(LogWarning) << "Could not replace default folder image, check path: " << path; else { std::string oldDefaultFolderTexture = mDefaultFolderTexture; mDefaultFolderTexture = path; // mEntries are already loaded at this point, // so we need to update them with new folder image texture for (auto it = mEntries.begin(); it != mEntries.end(); it++) { if ((*it).data.texturePath == oldDefaultFolderTexture) (*it).data.texturePath = mDefaultFolderTexture; } } } } // We still need to manually get the grid tile size here, // so we can recalculate the new grid dimension, and THEN (re)build the tiles elem = theme->getElement(view, "default", "gridtile"); mTileSize = elem && elem->has("size") ? elem->get("size") * screen : GridTileComponent::getDefaultTileSize(); // Apply size property, will trigger a call to onSizeChanged() which will build the tiles GuiComponent::applyTheme(theme, view, element, ThemeFlags::SIZE); // Trigger the call manually if the theme have no "imagegrid" element if (!elem) buildTiles(); } template void ImageGridComponent::onSizeChanged() { buildTiles(); updateTiles(); } template void ImageGridComponent::onCursorChanged(const CursorState& state) { if (mLastCursor == mCursor) { if (state == CURSOR_STOPPED && mCursorChangedCallback) mCursorChangedCallback(state); return; } bool direction = mCursor >= mLastCursor; int diff = direction ? mCursor - mLastCursor : mLastCursor - mCursor; if (isScrollLoop() && diff == mEntries.size() - 1) { direction = !direction; } int oldStart = mStartPosition; int dimScrollable = (isVertical() ? mGridDimension.y() : mGridDimension.x()) - 2 * EXTRAITEMS; int dimOpposite = isVertical() ? mGridDimension.x() : mGridDimension.y(); int centralCol = (int)(dimScrollable - 0.5) / 2; int maxCentralCol = dimScrollable / 2; int oldCol = (mLastCursor / dimOpposite); int col = (mCursor / dimOpposite); int lastCol = ((mEntries.size() - 1) / dimOpposite); int lastScroll = std::max(0, (lastCol + 1 - dimScrollable)); float startPos = 0; float endPos = 1; if (((GuiComponent*)this)->isAnimationPlaying(2)) { startPos = 0; ((GuiComponent*)this)->cancelAnimation(2); updateTiles(direction, false, false); } if (mAnimate) { std::shared_ptr oldTile = nullptr; std::shared_ptr newTile = nullptr; int oldIdx = mLastCursor - mStartPosition + (dimOpposite * EXTRAITEMS); if (oldIdx >= 0 && oldIdx < mTiles.size()) oldTile = mTiles[oldIdx]; int newIdx = mCursor - mStartPosition + (dimOpposite * EXTRAITEMS); if (isScrollLoop()) { if (newIdx < 0) newIdx += mEntries.size(); else if (newIdx >= mTiles.size()) newIdx -= mEntries.size(); } if (newIdx >= 0 && newIdx < mTiles.size()) newTile = mTiles[newIdx]; for (auto it = mTiles.begin(); it != mTiles.end(); it++) { if ((*it)->isSelected() && *it != oldTile && *it != newTile) { startPos = 0; (*it)->setSelected(false, false, nullptr); } } Vector3f oldPos = Vector3f::Zero(); if (oldTile != nullptr && oldTile != newTile) { oldPos = oldTile->getBackgroundPosition(); oldTile->setSelected(false, true, nullptr, true); } if (newTile != nullptr) newTile->setSelected(true, true, oldPos == Vector3f::Zero() ? nullptr : &oldPos, true); } int firstVisibleCol = mStartPosition / dimOpposite; if ((col < centralCol || (col == 0 && col == centralCol)) && !mCenterSelection) mStartPosition = 0; else if ((col - centralCol) > lastScroll && !mCenterSelection && !isScrollLoop()) mStartPosition = lastScroll * dimOpposite; else if ((maxCentralCol != centralCol && col == firstVisibleCol + maxCentralCol) || col == firstVisibleCol + centralCol) { if (col == firstVisibleCol + maxCentralCol) mStartPosition = (col - maxCentralCol) * dimOpposite; else mStartPosition = (col - centralCol) * dimOpposite; } else { if (oldCol == firstVisibleCol + maxCentralCol) mStartPosition = (col - maxCentralCol) * dimOpposite; else mStartPosition = (col - centralCol) * dimOpposite; } auto lastCursor = mLastCursor; mLastCursor = mCursor; mCameraDirection = direction ? -1.0f : 1.0f; mCamera = 0; if (lastCursor < 0 || !mAnimate) { updateTiles(direction, mAnimate && (lastCursor >= 0 || isScrollLoop())); if (mCursorChangedCallback) mCursorChangedCallback(state); return; } if (mCursorChangedCallback) mCursorChangedCallback(state); bool moveCamera = (oldStart != mStartPosition); auto func = [this, startPos, endPos, moveCamera](float t) { if (!moveCamera) return; t -= 1; // cubic ease out float pct = Math::lerp(0, 1, t*t*t + 1); t = startPos * (1.0f - pct) + endPos * pct; mCamera = t; }; ((GuiComponent*)this)->setAnimation(new LambdaAnimation(func, 250), 0, [this, direction] { mCamera = 0; updateTiles(direction, false); }, false, 2); } // Create and position tiles (mTiles) template void ImageGridComponent::buildTiles() { mStartPosition = 0; mTiles.clear(); calcGridDimension(); if (mCenterSelection) { int dimScrollable = (isVertical() ? mGridDimension.y() : mGridDimension.x()) - 2 * EXTRAITEMS; mStartPosition -= (int) Math::floorf(dimScrollable / 2.0f); } Vector2f tileDistance = mTileSize + mMargin; if (mAutoLayout.x() != 0 && mAutoLayout.y() != 0) { auto x = (mSize.x() - (mMargin.x() * (mAutoLayout.x() - 1)) - mPadding.x() - mPadding.z()) / (int) mAutoLayout.x(); auto y = (mSize.y() - (mMargin.y() * (mAutoLayout.y() - 1)) - mPadding.y() - mPadding.w()) / (int) mAutoLayout.y(); mTileSize = Vector2f(x, y); tileDistance = mTileSize + mMargin; } bool vert = isVertical(); Vector2f startPosition = mTileSize / 2; startPosition += mPadding.v2(); int X, Y; // Layout tile size and position for (int y = 0; y < (vert ? mGridDimension.y() : mGridDimension.x()); y++) { for (int x = 0; x < (vert ? mGridDimension.x() : mGridDimension.y()); x++) { // Create tiles auto tile = std::make_shared(mWindow); // In Vertical mod, tiles are ordered from left to right, then from top to bottom // In Horizontal mod, tiles are ordered from top to bottom, then from left to right X = vert ? x : y - EXTRAITEMS; Y = vert ? y - EXTRAITEMS : x; tile->setPosition(X * tileDistance.x() + startPosition.x(), Y * tileDistance.y() + startPosition.y()); tile->setOrigin(0.5f, 0.5f); tile->setImage(""); if (mTheme) tile->applyTheme(mTheme, "grid", "gridtile", ThemeFlags::ALL); if (mAutoLayout.x() != 0 && mAutoLayout.y() != 0) tile->forceSize(mTileSize, mAutoLayoutZoom); mTiles.push_back(tile); } } } template void ImageGridComponent::updateTiles(bool ascending, bool allowAnimation, bool updateSelectedState) { if (!mTiles.size()) return; // Stop updating the tiles at highest scroll speed if (mScrollTier == 3) { for (int ti = 0; ti < (int)mTiles.size(); ti++) { std::shared_ptr tile = mTiles.at(ti); tile->setSelected(false); tile->setImage(mDefaultGameTexture); tile->setVisible(false); } return; } // Temporary store previous texture so they can't be unloaded std::vector> previousTextures; for (int ti = 0; ti < (int)mTiles.size(); ti++) { std::shared_ptr tile = mTiles.at(ti); previousTextures.push_back(tile->getTexture()); } // If going down, update from top to bottom // If going up, update from bottom to top int scrollDirection = ascending ? 1 : -1; int ti = ascending ? 0 : (int)mTiles.size() - 1; int end = ascending ? (int)mTiles.size() : -1; int img = mStartPosition + ti; img -= EXTRAITEMS * (isVertical() ? mGridDimension.x() : mGridDimension.y()); // Update the tiles while (ti != end) { updateTileAtPos(ti, img, allowAnimation, updateSelectedState); ti += scrollDirection; img += scrollDirection; } if (updateSelectedState) mLastCursor = mCursor; mLastCursor = mCursor; } template void ImageGridComponent::updateTileAtPos(int tilePos, int imgPos, bool allowAnimation, bool updateSelectedState) { std::shared_ptr tile = mTiles.at(tilePos); if(isScrollLoop()) { if (imgPos < 0) imgPos += mEntries.size(); else if (imgPos >= size()) imgPos -= mEntries.size(); } // If we have more tiles than we have to display images on screen, hide them if(imgPos < 0 || imgPos >= size() || tilePos < 0 || tilePos >= (int) mTiles.size()) // Same for tiles out of the buffer { if (updateSelectedState) tile->setSelected(false, allowAnimation); tile->reset(); tile->setVisible(false); } else { tile->setVisible(true); std::string imagePath = mEntries.at(imgPos).data.texturePath; if (ResourceManager::getInstance()->fileExists(imagePath)) tile->setImage(imagePath); else if (mEntries.at(imgPos).object->getType() == 2) tile->setImage(mDefaultFolderTexture); else tile->setImage(mDefaultGameTexture); if (updateSelectedState) { if (imgPos == mCursor && mCursor != mLastCursor) { int dif = mCursor - tilePos; int idx = mLastCursor - dif; if (idx < 0 || idx >= mTiles.size()) idx = 0; Vector3f pos = mTiles.at(idx)->getBackgroundPosition(); tile->setSelected(true, allowAnimation, &pos); } else tile->setSelected(imgPos == mCursor, allowAnimation); } } } // Calculate how much tiles of size mTileSize we can fit in a grid of size mSize using a margin of size mMargin template void ImageGridComponent::calcGridDimension() { // GRID_SIZE = COLUMNS * TILE_SIZE + (COLUMNS - 1) * MARGIN // <=> COLUMNS = (GRID_SIZE + MARGIN) / (TILE_SIZE + MARGIN) Vector2f gridDimension = (mSize + mMargin) / (mTileSize + mMargin); if (mAutoLayout.x() != 0 && mAutoLayout.y() != 0) gridDimension = mAutoLayout; mLastRowPartial = Math::floorf(gridDimension.y()) != gridDimension.y(); // Ceil y dim so we can display partial last row mGridDimension = Vector2i(gridDimension.x(), Math::ceilf(gridDimension.y())); // Grid dimension validation if (mGridDimension.x() < 1) LOG(LogError) << "Theme defined grid X dimension below 1"; if (mGridDimension.y() < 1) LOG(LogError) << "Theme defined grid Y dimension below 1"; // Add extra tiles to both sides : Add EXTRAITEMS before, EXTRAITEMS after if (isVertical()) mGridDimension.y() += 2 * EXTRAITEMS; else mGridDimension.x() += 2 * EXTRAITEMS; } template bool ImageGridComponent::isScrollLoop() { if (!mScrollLoop) return false; if (isVertical()) return (mGridDimension.x() * (mGridDimension.y() - 2 * EXTRAITEMS)) <= mEntries.size(); return (mGridDimension.y() * (mGridDimension.x() - 2 * EXTRAITEMS)) <= mEntries.size(); }; #endif // ES_CORE_COMPONENTS_IMAGE_GRID_COMPONENT_H