#pragma once #include #include #include #include "GuiComponent.h" #include "components/ImageComponent.h" #include "resources/Font.h" #include "Renderer.h" #include "PowerSaver.h" enum CursorState { CURSOR_STOPPED, CURSOR_SCROLLING }; enum ListLoopType { LIST_ALWAYS_LOOP, LIST_PAUSE_AT_END, LIST_NEVER_LOOP }; struct ScrollTier { int length; // how long we stay on this level before going to the next int scrollDelay; // how long between scrolls }; struct ScrollTierList { const int count; const ScrollTier* tiers; }; // default scroll tiers const ScrollTier QUICK_SCROLL_TIERS[] = { {500, 500}, {2000, 114}, {4000, 32}, {0, 16} }; const ScrollTierList LIST_SCROLL_STYLE_QUICK = { 4, QUICK_SCROLL_TIERS }; const ScrollTier SLOW_SCROLL_TIERS[] = { {500, 500}, {0, 200} }; const ScrollTierList LIST_SCROLL_STYLE_SLOW = { 2, SLOW_SCROLL_TIERS }; template class IList : public GuiComponent { public: struct Entry { std::string name; UserData object; EntryData data; }; protected: int mCursor; int mScrollTier; int mScrollVelocity; int mScrollTierAccumulator; int mScrollCursorAccumulator; unsigned char mTitleOverlayOpacity; unsigned int mTitleOverlayColor; ImageComponent mGradient; std::shared_ptr mTitleOverlayFont; const ScrollTierList& mTierList; const ListLoopType mLoopType; std::vector mEntries; public: IList(Window* window, const ScrollTierList& tierList = LIST_SCROLL_STYLE_QUICK, const ListLoopType& loopType = LIST_PAUSE_AT_END) : GuiComponent(window), mGradient(window), mTierList(tierList), mLoopType(loopType) { mCursor = 0; mScrollTier = 0; mScrollVelocity = 0; mScrollTierAccumulator = 0; mScrollCursorAccumulator = 0; mTitleOverlayOpacity = 0x00; mTitleOverlayColor = 0xFFFFFF00; mGradient.setResize((float)Renderer::getScreenWidth(), (float)Renderer::getScreenHeight()); mGradient.setImage(":/scroll_gradient.png"); mTitleOverlayFont = Font::get(FONT_SIZE_LARGE); } bool isScrolling() const { return (mScrollVelocity != 0 && mScrollTier > 0); } int getScrollingVelocity() { return mScrollVelocity; } void stopScrolling() { listInput(0); onCursorChanged(CURSOR_STOPPED); } void clear() { mEntries.clear(); mCursor = 0; listInput(0); onCursorChanged(CURSOR_STOPPED); } inline const std::string& getSelectedName() { assert(size() > 0); return mEntries.at(mCursor).name; } inline const UserData& getSelected() const { assert(size() > 0); return mEntries.at(mCursor).object; } void setCursor(typename std::vector::iterator& it) { assert(it != mEntries.end()); mCursor = it - mEntries.begin(); onCursorChanged(CURSOR_STOPPED); } // returns true if successful (select is in our list), false if not bool setCursor(const UserData& obj) { for(auto it = mEntries.begin(); it != mEntries.end(); it++) { if((*it).object == obj) { mCursor = it - mEntries.begin(); onCursorChanged(CURSOR_STOPPED); return true; } } return false; } // entry management void add(const Entry& e) { mEntries.push_back(e); } bool remove(const UserData& obj) { for(auto it = mEntries.begin(); it != mEntries.end(); it++) { if((*it).object == obj) { remove(it); return true; } } return false; } inline int size() const { return mEntries.size(); } protected: void remove(typename std::vector::iterator& it) { if(mCursor > 0 && it - mEntries.begin() <= mCursor) { mCursor--; onCursorChanged(CURSOR_STOPPED); } mEntries.erase(it); } bool listInput(int velocity) // a velocity of 0 = stop scrolling { PowerSaver::setState(velocity == 0); // generate an onCursorChanged event in the stopped state when the user lets go of the key if(velocity == 0 && mScrollVelocity != 0) onCursorChanged(CURSOR_STOPPED); mScrollVelocity = velocity; mScrollTier = 0; mScrollTierAccumulator = 0; mScrollCursorAccumulator = 0; int prevCursor = mCursor; scroll(mScrollVelocity); return (prevCursor != mCursor); } void listUpdate(int deltaTime) { // update the title overlay opacity const int dir = (mScrollTier >= mTierList.count - 1) ? 1 : -1; // fade in if scroll tier is >= 1, otherwise fade out int op = mTitleOverlayOpacity + deltaTime*dir; // we just do a 1-to-1 time -> opacity, no scaling if(op >= 255) mTitleOverlayOpacity = 255; else if(op <= 0) mTitleOverlayOpacity = 0; else mTitleOverlayOpacity = (unsigned char)op; if(mScrollVelocity == 0 || size() < 2) return; mScrollCursorAccumulator += deltaTime; mScrollTierAccumulator += deltaTime; // we delay scrolling until after scroll tier has updated so isScrolling() returns accurately during onCursorChanged callbacks // we don't just do scroll tier first because it would not catch the scrollDelay == tier length case int scrollCount = 0; while(mScrollCursorAccumulator >= mTierList.tiers[mScrollTier].scrollDelay) { mScrollCursorAccumulator -= mTierList.tiers[mScrollTier].scrollDelay; scrollCount++; } // are we ready to go even FASTER? while(mScrollTier < mTierList.count - 1 && mScrollTierAccumulator >= mTierList.tiers[mScrollTier].length) { mScrollTierAccumulator -= mTierList.tiers[mScrollTier].length; mScrollTier++; } // actually perform the scrolling for(int i = 0; i < scrollCount; i++) scroll(mScrollVelocity); } void listRenderTitleOverlay(const Transform4x4f& trans) { if(size() == 0 || !mTitleOverlayFont || mTitleOverlayOpacity == 0) return; // we don't bother caching this because it's only two letters and will change pretty much every frame if we're scrolling const std::string text = getSelectedName().size() >= 2 ? getSelectedName().substr(0, 2) : "??"; Vector2f off = mTitleOverlayFont->sizeText(text); off[0] = (Renderer::getScreenWidth() - off.x()) * 0.5f; off[1] = (Renderer::getScreenHeight() - off.y()) * 0.5f; Transform4x4f identTrans = Transform4x4f::Identity(); mGradient.setOpacity(mTitleOverlayOpacity); mGradient.render(identTrans); TextCache* cache = mTitleOverlayFont->buildTextCache(text, off.x(), off.y(), 0xFFFFFF00 | mTitleOverlayOpacity); mTitleOverlayFont->renderTextCache(cache); // relies on mGradient's render for Renderer::setMatrix() delete cache; } void scroll(int amt) { if(mScrollVelocity == 0 || size() < 2) return; int cursor = mCursor + amt; int absAmt = amt < 0 ? -amt : amt; // stop at the end if we've been holding down the button for a long time or // we're scrolling faster than one item at a time (e.g. page up/down) // otherwise, loop around if((mLoopType == LIST_PAUSE_AT_END && (mScrollTier > 0 || absAmt > 1)) || mLoopType == LIST_NEVER_LOOP) { if(cursor < 0) { cursor = 0; mScrollVelocity = 0; mScrollTier = 0; }else if(cursor >= size()) { cursor = size() - 1; mScrollVelocity = 0; mScrollTier = 0; } }else{ while(cursor < 0) cursor += size(); while(cursor >= size()) cursor -= size(); } if(cursor != mCursor) onScroll(absAmt); mCursor = cursor; onCursorChanged((mScrollTier > 0) ? CURSOR_SCROLLING : CURSOR_STOPPED); } virtual void onCursorChanged(const CursorState& state) {} virtual void onScroll(int amt) {} };