// SPDX-License-Identifier: MIT // // EmulationStation Desktop Edition // ComponentList.cpp // // Used to lay out and navigate lists in GUI menus. // #include "components/ComponentList.h" #include "resources/Font.h" #define TOTAL_HORIZONTAL_PADDING_PX 20.0f ComponentList::ComponentList() : IList {LIST_SCROLL_STYLE_SLOW, ListLoopType::LIST_NEVER_LOOP} , mRenderer {Renderer::getInstance()} , mFocused {false} , mSetupCompleted {false} , mBottomCameraOffset {false} , mSingleRowScroll {false} , mSelectorBarOffset {0.0f} , mCameraOffset {0.0f} , mLoopRows {false} , mLoopScroll {false} , mLoopOffset {0} , mLoopOffset2 {0} , mLoopTime {0} , mScrollIndicatorStatus {SCROLL_NONE} { // Adjust the padding relative to the aspect ratio and screen resolution to make it look // coherent regardless of screen type. The 1.778 aspect ratio value is the 16:9 reference. float aspectValue {1.778f / Renderer::getScreenAspectRatio()}; mHorizontalPadding = TOTAL_HORIZONTAL_PADDING_PX * aspectValue * Renderer::getScreenWidthModifier(); } void ComponentList::addRow(const ComponentListRow& row, bool setCursorHere) { IList::Entry e; e.name = ""; e.object = nullptr; e.data = row; this->add(e); for (auto it = mEntries.back().data.elements.cbegin(); it != mEntries.back().data.elements.cend(); ++it) addChild(it->component.get()); updateElementSize(mEntries.back().data); updateElementPosition(mEntries.back().data); if (setCursorHere) { mCursor = static_cast(mEntries.size()) - 1; onCursorChanged(CursorState::CURSOR_STOPPED); } } void ComponentList::onSizeChanged() { for (auto it = mEntries.cbegin(); it != mEntries.cend(); ++it) { updateElementSize(it->data); updateElementPosition(it->data); } updateCameraOffset(); } bool ComponentList::input(InputConfig* config, Input input) { if (size() == 0) return false; mSingleRowScroll = false; if (input.value && (config->isMappedTo("a", input) || config->isMappedLike("lefttrigger", input) || config->isMappedLike("righttrigger", input))) { stopScrolling(); } // Give it to the current row's input handler. if (mEntries.at(mCursor).data.input_handler) { if (mEntries.at(mCursor).data.input_handler(config, input)) return true; } else { // No input handler assigned, do the default, which is to give it // to the rightmost element in the row. auto& row = mEntries.at(mCursor).data; if (row.elements.size()) { if (row.elements.back().component->input(config, input)) return true; } } // Input handler didn't consume the input - try to scroll. if (config->isMappedLike("up", input)) { mSingleRowScroll = true; return listInput(input.value != 0 ? -1 : 0); } else if (config->isMappedLike("down", input)) { mSingleRowScroll = true; return listInput(input.value != 0 ? 1 : 0); } else if (config->isMappedLike("leftshoulder", input)) { return listInput(input.value != 0 ? -6 : 0); } else if (config->isMappedLike("rightshoulder", input)) { return listInput(input.value != 0 ? 6 : 0); } else if (config->isMappedLike("lefttrigger", input)) { if (input.value != 0) { mSelectorBarOffset = 0; return listFirstRow(); } } else if (config->isMappedLike("righttrigger", input)) { if (input.value != 0) { mSelectorBarOffset = mEntries.size() - 1.0f; return listLastRow(); } } return false; } void ComponentList::update(int deltaTime) { if (!mFocused && mLoopRows) { mLoopOffset = 0; mLoopOffset2 = 0; mLoopTime = 0; } const float totalHeight = getTotalRowHeight(); // Scroll indicator logic, used by ScrollIndicatorComponent. bool scrollIndicatorChanged = false; if (totalHeight > mSize.y) { if (mCameraOffset == 0) { if (mScrollIndicatorStatus != SCROLL_DOWN) { mScrollIndicatorStatus = SCROLL_DOWN; scrollIndicatorChanged = true; } } else if (mBottomCameraOffset) { if (mScrollIndicatorStatus != SCROLL_UP) { mScrollIndicatorStatus = SCROLL_UP; scrollIndicatorChanged = true; } } else if (mCameraOffset > 0) { if (mScrollIndicatorStatus != SCROLL_UP_DOWN) { mScrollIndicatorStatus = SCROLL_UP_DOWN; scrollIndicatorChanged = true; } } } if (scrollIndicatorChanged == true && mScrollIndicatorChangedCallback != nullptr) mScrollIndicatorChangedCallback(mScrollIndicatorStatus, mSingleRowScroll); listUpdate(deltaTime); if (size()) { float rowWidth {0.0f}; // Update our currently selected row. for (auto it = mEntries.at(mCursor).data.elements.cbegin(); it != mEntries.at(mCursor).data.elements.cend(); ++it) { it->component->update(deltaTime); rowWidth += it->component->getSize().x; } if (mLoopRows && rowWidth + mHorizontalPadding / 2.0f > mSize.x) { // Loop the text. const float speed { Font::get(FONT_SIZE_MEDIUM)->sizeText("ABCDEFGHIJKLMNOPQRSTUVWXYZ").x * 0.247f}; const float delay {1500.0f}; const float scrollLength {rowWidth}; const float returnLength {speed * 1.5f}; const float scrollTime {(scrollLength * 1000.0f) / speed}; const float returnTime {(returnLength * 1000.0f) / speed}; const int maxTime {static_cast(delay + scrollTime + returnTime)}; mLoopTime += deltaTime; while (mLoopTime > maxTime) mLoopTime -= maxTime; mLoopOffset = static_cast(Utils::Math::loop(delay, scrollTime + returnTime, static_cast(mLoopTime), scrollLength + returnLength)); if (mLoopOffset > (scrollLength - (mSize.x - returnLength))) mLoopOffset2 = static_cast(mLoopOffset - (scrollLength + returnLength)); else if (mLoopOffset2 < 0) mLoopOffset2 = 0; } } } void ComponentList::onCursorChanged(const CursorState& state) { mSetupCompleted = true; if (mLoopRows) { mLoopOffset = 0; mLoopOffset2 = 0; mLoopTime = 0; } // Update the selector bar position. // In the future this might be animated. mSelectorBarOffset = 0; for (int i = 0; i < mCursor; ++i) mSelectorBarOffset += getRowHeight(mEntries.at(i).data); updateCameraOffset(); // This is terribly inefficient but we don't know what we came from so... if (size()) { for (auto it = mEntries.cbegin(); it != mEntries.cend(); ++it) it->data.elements.back().component->onFocusLost(); mEntries.at(mCursor).data.elements.back().component->onFocusGained(); } if (mCursorChangedCallback) mCursorChangedCallback(state); updateHelpPrompts(); } void ComponentList::updateCameraOffset() { float oldCameraOffset = mCameraOffset; // Move the camera to scroll. const float totalHeight = getTotalRowHeight(); if (totalHeight > mSize.y) { float target = mSelectorBarOffset + getRowHeight(mEntries.at(mCursor).data) / 2.0f - (mSize.y / 2.0f); // Clamp the camera to prevent a fraction of a row from being displayed. mCameraOffset = 0.0f; unsigned int i = 0; while (mCameraOffset < target && i < mEntries.size()) { mCameraOffset += getRowHeight(mEntries.at(i).data); if (mCameraOffset > totalHeight - mSize.y) { if (mSetupCompleted) { if (mScrollIndicatorStatus == ComponentList::SCROLL_NONE && oldCameraOffset == 0.0f) break; if (mScrollIndicatorStatus != ComponentList::SCROLL_NONE && oldCameraOffset == 0.0f) mBottomCameraOffset = true; else if (mCameraOffset != oldCameraOffset) mBottomCameraOffset = true; } break; } ++i; } if (mCameraOffset < oldCameraOffset && (oldCameraOffset > mSelectorBarOffset || mScrollIndicatorStatus != ComponentList::SCROLL_NONE)) mBottomCameraOffset = false; if (mCameraOffset < 0.0f) mCameraOffset = 0.0f; } else { mCameraOffset = 0.0f; } } void ComponentList::render(const glm::mat4& parentTrans) { if (!size()) return; glm::mat4 trans {parentTrans * getTransform()}; // Clip everything to be inside our bounds. glm::vec3 dim {mSize.x, mSize.y, 0.0f}; dim.x = (trans[0].x * dim.x + trans[3].x) - trans[3].x; dim.y = (trans[1].y * dim.y + trans[3].y) - trans[3].y; const int clipRectPosX {static_cast(std::round(trans[3].x))}; const int clipRectPosY {static_cast(std::round(trans[3].y))}; const int clipRectSizeX {static_cast(std::round(dim.x))}; const int clipRectSizeY {static_cast(std::round(dim.y))}; mRenderer->pushClipRect(glm::ivec2 {clipRectPosX, clipRectPosY}, glm::ivec2 {clipRectSizeX, clipRectSizeY}); // Scroll the camera. trans = glm::translate(trans, glm::vec3 {0.0f, -mCameraOffset, 0.0f}); glm::mat4 loopTrans {trans}; // Draw our entries. std::vector drawAfterCursor; bool drawAll; for (size_t i = 0; i < mEntries.size(); ++i) { if (mLoopRows && mFocused && mLoopOffset > 0) { loopTrans = glm::translate(trans, glm::vec3 {static_cast(-mLoopOffset), 0.0f, 0.0f}); } auto& entry = mEntries.at(i); drawAll = !mFocused || i != static_cast(mCursor); for (auto it = entry.data.elements.cbegin(); it != entry.data.elements.cend(); ++it) { if (drawAll || it->invert_when_selected) { auto renderLoopFunc = [&]() { // Needed to avoid flickering when returning to the start position. if (mLoopOffset == 0 && mLoopOffset2 == 0) mLoopScroll = false; it->component->render(loopTrans); // Render row again if text is moved far enough for it to repeat. if (mLoopOffset2 < 0 || mLoopScroll) { mLoopScroll = true; loopTrans = glm::translate( trans, glm::vec3 {static_cast(-mLoopOffset2), 0.0f, 0.0f}); it->component->render(loopTrans); } }; // For the row where the cursor is at, we want to remove any hue from the // font or image before inverting, as it would otherwise lead to an ugly // inverted color (e.g. red inverting to a green hue). if (mFocused && i == static_cast(mCursor) && it->component->getValue() != "") { // Check if we're dealing with text or an image component. bool isTextComponent = true; unsigned int origColor = it->component->getColor(); if (origColor == 0) { origColor = it->component->getColorShift(); isTextComponent = false; } // Check if the color is neutral. unsigned char byteRed = origColor >> 24 & 0xFF; unsigned char byteGreen = origColor >> 16 & 0xFF; unsigned char byteBlue = origColor >> 8 & 0xFF; // If it's neutral, just proceed with normal rendering. if (byteRed == byteGreen && byteGreen == byteBlue) { renderLoopFunc(); } else { if (isTextComponent) it->component->setColor(DEFAULT_INVERTED_TEXTCOLOR); else it->component->setColorShift(DEFAULT_INVERTED_IMAGECOLOR); renderLoopFunc(); // Revert to the original color after rendering. if (isTextComponent) it->component->setColor(origColor); else it->component->setColorShift(origColor); } } else { it->component->render(trans); } } else { drawAfterCursor.push_back(it->component.get()); } } } // Custom rendering. mRenderer->setMatrix(trans); // Draw selector bar. if (mFocused) { const float selectedRowHeight = getRowHeight(mEntries.at(mCursor).data); if (mOpacity == 1.0f) { mRenderer->drawRect(0.0f, mSelectorBarOffset, std::ceil(mSize.x), selectedRowHeight, 0xFFFFFFFF, 0xFFFFFFFF, false, mOpacity, mDimming, Renderer::BlendFactor::ONE_MINUS_DST_COLOR, Renderer::BlendFactor::ZERO); mRenderer->drawRect(0.0f, mSelectorBarOffset, std::ceil(mSize.x), selectedRowHeight, 0x777777FF, 0x777777FF, false, mOpacity, mDimming, Renderer::BlendFactor::ONE, Renderer::BlendFactor::ONE); } for (auto it = drawAfterCursor.cbegin(); it != drawAfterCursor.cend(); ++it) (*it)->render(trans); // Reset matrix if one of these components changed it. if (drawAfterCursor.size()) mRenderer->setMatrix(trans); } // Draw separators. float y = 0; for (unsigned int i = 0; i < mEntries.size(); ++i) { mRenderer->drawRect(0.0f, y, std::ceil(mSize.x), 1.0f * Renderer::getScreenHeightModifier(), 0xC6C7C6FF, 0xC6C7C6FF, false, mOpacity, mDimming); y += getRowHeight(mEntries.at(i).data); } mRenderer->drawRect(0.0f, y, std::ceil(mSize.x), 1.0f * Renderer::getScreenHeightModifier(), 0xC6C7C6FF, 0xC6C7C6FF, false, mOpacity, mDimming); mRenderer->popClipRect(); } float ComponentList::getRowHeight(const ComponentListRow& row) const { // Returns the highest component height found in the row. float height = 0; for (unsigned int i = 0; i < row.elements.size(); ++i) { if (row.elements.at(i).component->getSize().y > height) height = row.elements.at(i).component->getSize().y; } return std::floor(height); } float ComponentList::getTotalRowHeight() const { float height = 0; for (auto it = mEntries.cbegin(); it != mEntries.cend(); ++it) height += getRowHeight(it->data); return height; } void ComponentList::updateElementPosition(const ComponentListRow& row) { float yOffset = 0; for (auto it = mEntries.cbegin(); it != mEntries.cend() && &it->data != &row; ++it) yOffset += getRowHeight(it->data); // Assumes updateElementSize has already been called. float rowHeight = getRowHeight(row); float x = mHorizontalPadding / 2.0f; for (unsigned int i = 0; i < row.elements.size(); ++i) { const auto comp = row.elements.at(i).component; // Center vertically. comp->setPosition(x, (rowHeight - std::round(comp->getSize().y)) / 2.0f + yOffset); x += comp->getSize().x; } } void ComponentList::updateElementSize(const ComponentListRow& row) { float width = mSize.x - mHorizontalPadding; std::vector> resizeVec; for (auto it = row.elements.cbegin(); it != row.elements.cend(); ++it) { if (it->resize_width) resizeVec.push_back(it->component); else width -= it->component->getSize().x; } // Redistribute the "unused" width equally among the components with resize_width set to true. width = width / resizeVec.size(); for (auto it = resizeVec.cbegin(); it != resizeVec.cend(); ++it) (*it)->setSize(width, (*it)->getSize().y); } void ComponentList::textInput(const std::string& text) { if (!size()) return; mEntries.at(mCursor).data.elements.back().component->textInput(text); } std::vector ComponentList::getHelpPrompts() { if (!size()) return std::vector(); std::vector prompts = mEntries.at(mCursor).data.elements.back().component->getHelpPrompts(); if (size() > 1) { bool addMovePrompt = true; for (auto it = prompts.cbegin(); it != prompts.cend(); ++it) { if (it->first == "up/down" || it->first == "up/down/left/right") { addMovePrompt = false; break; } } if (addMovePrompt) prompts.push_back(HelpPrompt("up/down", "choose")); } return prompts; } bool ComponentList::moveCursor(int amt) { bool ret = listInput(amt); listInput(0); return ret; }