#pragma once #ifndef ES_CORE_COMPONENTS_IMAGE_GRID_COMPONENT_H #define ES_CORE_COMPONENTS_IMAGE_GRID_COMPONENT_H #include "Log.h" #include "components/IList.h" #include "resources/TextureResource.h" #include "GridTileComponent.h" enum ScrollDirection { SCROLL_VERTICALLY, SCROLL_HORIZONTALLY }; struct ImageGridData { std::shared_ptr texture; }; template class ImageGridComponent : 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::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; } protected: virtual void onCursorChanged(const CursorState& state) override; private: // TILES void buildTiles(); void updateTiles(); int getStartPosition() const; void calcGridDimension(); // IMAGES & ENTRIES bool mEntriesDirty; std::shared_ptr mDefaultGameTexture; std::shared_ptr mDefaultFolderTexture; // TILES Vector2f mMargin; Vector2f mTileSize; Vector2i mGridDimension; std::shared_ptr mTheme; std::vector< std::shared_ptr > mTiles; // MISCELLANEOUS ScrollDirection mScrollDirection; std::function mCursorChangedCallback; }; template ImageGridComponent::ImageGridComponent(Window* window) : IList(window) { Vector2f screen = Vector2f((float)Renderer::getScreenWidth(), (float)Renderer::getScreenHeight()); mEntriesDirty = true; mDefaultGameTexture = TextureResource::get(":/blank_game.png"); mDefaultFolderTexture = TextureResource::get(":/folder.png"); mSize = screen * 0.80f; mMargin = screen * 0.07f; mTileSize = GridTileComponent::getDefaultTileSize(); mScrollDirection = SCROLL_VERTICALLY; calcGridDimension(); } 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; if (ResourceManager::getInstance()->fileExists(imagePath)) { entry.data.texture = TextureResource::get(imagePath); } else { // FileType::FOLDER = 2, but FileData is our template parameter T, // so we don't want to bring that dependence to FileData here if (obj->getType() == 2) entry.data.texture = mDefaultFolderTexture; else entry.data.texture = mDefaultGameTexture; } static_cast*>(this)->add(entry); mEntriesDirty = true; } template bool ImageGridComponent::input(InputConfig* config, Input input) { if(input.value != 0) { Vector2i dir = Vector2i::Zero(); if(config->isMappedTo("up", input)) dir[1 ^ mScrollDirection] = -1; else if(config->isMappedTo("down", input)) dir[1 ^ mScrollDirection] = 1; else if(config->isMappedTo("left", input)) dir[0 ^ mScrollDirection] = -1; else if(config->isMappedTo("right", input)) dir[0 ^ mScrollDirection] = 1; if(dir != Vector2i::Zero()) { listInput(dir.x() + dir.y() * mGridDimension.x()); return true; } }else{ if(config->isMappedTo("up", input) || config->isMappedTo("down", input) || config->isMappedTo("left", input) || config->isMappedTo("right", input)) { stopScrolling(); } } return GuiComponent::input(config, input); } template void ImageGridComponent::update(int deltaTime) { listUpdate(deltaTime); for(auto it = mTiles.begin(); it != mTiles.end(); it++) (*it)->update(); } template void ImageGridComponent::render(const Transform4x4f& parentTrans) { Transform4x4f trans = getTransform() * parentTrans; if(mEntriesDirty) { buildTiles(); updateTiles(); mEntriesDirty = false; } 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(trans); } // Render the selected image on top of the others if (selectedTile != NULL) selectedTile->render(trans); GuiComponent::renderChildren(trans); } template void ImageGridComponent::applyTheme(const std::shared_ptr& theme, const std::string& view, const std::string& element, unsigned int properties) { GuiComponent::applyTheme(theme, view, element, properties); // 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("scrollDirection")) mScrollDirection = (ScrollDirection)(elem->get("scrollDirection") == "horizontal"); 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::shared_ptr oldDefaultGameTexture = mDefaultGameTexture; mDefaultGameTexture = TextureResource::get(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.texture == oldDefaultGameTexture) (*it).data.texture = 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::shared_ptr oldDefaultFolderTexture = mDefaultFolderTexture; mDefaultFolderTexture = TextureResource::get(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.texture == oldDefaultFolderTexture) (*it).data.texture = 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(); // Recalculate grid dimension after theme changed calcGridDimension(); } template void ImageGridComponent::onSizeChanged() { buildTiles(); updateTiles(); } template void ImageGridComponent::onCursorChanged(const CursorState& state) { updateTiles(); if(mCursorChangedCallback) mCursorChangedCallback(state); } // Create and position tiles (mTiles) template void ImageGridComponent::buildTiles() { mTiles.clear(); Vector2f startPosition = mTileSize / 2; Vector2f tileDistance = mTileSize + mMargin; int X, Y; // Layout tile size and position for(int y = 0; y < mGridDimension.y(); y++) { for(int x = 0; x < mGridDimension.x(); 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 = mScrollDirection == SCROLL_VERTICALLY ? x : y; Y = mScrollDirection == SCROLL_VERTICALLY ? y : 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); mTiles.push_back(tile); } } } template void ImageGridComponent::updateTiles() { if(mTiles.empty()) buildTiles(); int img = getStartPosition(); for(int ti = 0; ti < mTiles.size(); ti++) { std::shared_ptr tile = mTiles.at(ti); // If we have more tiles than we have to display images on screen, hide them if(img >= size()) { tile->setSelected(false); tile->setImage(""); tile->setVisible(false); continue; } tile->setSelected(img == mCursor); tile->setImage(mEntries.at(img).data.texture); tile->setVisible(true); img++; } } // Return the starting position (the number of the game which will be displayed on top left of the screen) template int ImageGridComponent::getStartPosition() const { int cursorRow = mCursor / mGridDimension.x(); int start = (cursorRow - (mGridDimension.y() / 2)) * mGridDimension.x(); // If we are at the end put the row as close as we can and no higher, using the following formula // Where E is the nb of entries, X the grid x dim (nb of column), Y the grid y dim (nb of line) // start = first tile of last row - nb column * (nb line - 1) // = (E - 1) / X * X - X * (Y - 1) // = X * ((E - 1) / X - Y + 1) if(start + (mGridDimension.x() * mGridDimension.y()) >= (int)mEntries.size()) start = mGridDimension.x() * (((int)mEntries.size() - 1) / mGridDimension.x() - mGridDimension.y() + 1); if(start < 0) start = 0; return start; } // 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); mGridDimension = mScrollDirection == SCROLL_VERTICALLY ? Vector2i(gridDimension.x(), gridDimension.y()) : Vector2i(gridDimension.y(), gridDimension.x()); }; #endif // ES_CORE_COMPONENTS_IMAGE_GRID_COMPONENT_H