#pragma once #include "../GuiComponent.h" class ComponentListComponent : public GuiComponent { public: ComponentListComponent(Window* window, Vector2u gridDimensions); enum UpdateBehavior { UpdateAlways, UpdateFocused }; enum AlignmentType { AlignLeft, AlignRight, AlignCenter }; void setEntry(Vector2u pos, Vector2u size, GuiComponent* component, bool canFocus, AlignmentType align, Vector2 autoFit, UpdateBehavior updateType = UpdateAlways); void onOffsetChanged() override; bool input(InputConfig* config, Input input) override; void update(int deltaTime) override; void onRender() override; void setColumnWidth(int col, unsigned int size); void setRowHeight(int row, unsigned int size); void resetCursor(); bool cursorValid(); GuiComponent* getSelectedComponent(); private: class ComponentEntry { public: Rect box; GuiComponent* component; UpdateBehavior updateType; AlignmentType alignment; bool canFocus; ComponentEntry() : component(NULL), updateType(UpdateAlways), canFocus(true), alignment(AlignCenter) {}; ComponentEntry(Rect b, GuiComponent* comp, UpdateBehavior update, bool focus, AlignmentType align) : box(b), component(comp), updateType(update), canFocus(focus), alignment(align) {}; operator bool() const { return component != NULL; } }; //Offset we render components by (for scrolling). Vector2i mComponentOffset; Vector2u mGridSize; ComponentEntry** mGrid; std::vector mEntries; void makeCells(Vector2u size); void setCell(unsigned int x, unsigned int y, ComponentEntry* entry); ComponentEntry* getCell(unsigned int x, unsigned int y); Vector2u mSelectedCellIndex; unsigned int getColumnWidth(int col); unsigned int getRowHeight(int row); unsigned int* mColumnWidths; unsigned int* mRowHeights; Vector2i getCellOffset(Vector2u gridPos); void updateSize(); void moveCursor(Vector2i dir); Vector2i mCursor; void updateComponentOffsets(); }; //ability to define a list of components in terms of a grid //input //pass to selected component // if returns true, stop // else, process: // if input == up/down // scroll to prev/next selectable component in grid Y // if input == left/right // scroll to prev/next selectable component in grid X // if input == accept // call registered function? //entry struct/class // GuiComponent* component - component to work with // bool canFocus - can we pass input to this? (necessary for labels to not be selectable) // Function* selectFunc? // UpdateBehavior update - how to handle updates (all the time or only when focused) //update //animate component offset to display selected component within the bounds //pass update to all entries with appropriate update behavior //render //clip rect to our size //render a "selected" effect behind component with focus somehow // an edge filter would be cool, but we can't really do that without shader support // a transparent rect will work for now, but it's kind of ugly...maybe a GuiBox //glTranslatef by our render offset // doesn't handle getGlobalOffset for our components...would need parenting for that //methods //List::setEntry(Vector2i gridPos, GuiComponent* component, bool canFocus, AlignmentType align, // Function* selectFunc = NULL, UpdateBehavior updateType = UpdateAlways); //example of setting up the SettingsMenu list: //ComponentListComponent list; //int row = 0; //TextComponent* label = new TextComponent(Vector2i(0, 0), "Debug:", font, lblColor, etc); // //list.setEntry(Vector2i(-1, row), label, false, AlignRight); //list.setEntry(Vector2i(0, row++), &mDebugSwitch, true, AlignLeft); //... //list.setEntry(Rect(-1, row, 2, 1), &mSaveButton, true, AlignCenter); //example of setting up GameGrid list: //ComponentListComponent list; //for(int y = 0; y < yMax; y++) // for(int x = 0; x < xMax; x++) // list.setEntry(Vector2i(x, y), getGameImage(x, y), true, AlignCenter, &this->onSelectGame);