// SPDX-License-Identifier: MIT // // EmulationStation Desktop Edition // FlexboxComponent.cpp // // Flexbox layout component. // Used by gamelist views. // #include "components/FlexboxComponent.h" #include #include "Settings.h" #include "ThemeData.h" #include "resources/TextureResource.h" FlexboxComponent::FlexboxComponent(Window* window) : GuiComponent(window) , mDirection(DEFAULT_DIRECTION) , mAlign(DEFAULT_ALIGN) , mItemsPerLine(DEFAULT_ITEMS_PER_LINE) , mItemWidth(DEFAULT_ITEM_SIZE_X) { // Initialize item margins. mItemMargin = glm::vec2{DEFAULT_MARGIN_X, DEFAULT_MARGIN_Y}; // Layout validity mLayoutValid = false; } // Getters/Setters for rendering options. void FlexboxComponent::setDirection(std::string value) { mDirection = value; mLayoutValid = false; } std::string FlexboxComponent::getDirection() { return mDirection; } void FlexboxComponent::setAlign(std::string value) { mAlign = value; mLayoutValid = false; } std::string FlexboxComponent::getAlign() { return mAlign; } void FlexboxComponent::setItemsPerLine(unsigned int value) { mItemsPerLine = value; mLayoutValid = false; } unsigned int FlexboxComponent::getItemsPerLine() { return mItemsPerLine; } void FlexboxComponent::setItemMargin(glm::vec2 value) { mItemMargin = value; mLayoutValid = false; } glm::vec2 FlexboxComponent::getItemMargin() { return mItemMargin; } void FlexboxComponent::setItemWidth(float value) { mItemWidth = value; mLayoutValid = false; } float FlexboxComponent::getItemWidth() { return mItemWidth; } void FlexboxComponent::onSizeChanged() { mLayoutValid = false; } void FlexboxComponent::computeLayout() { // Start placing items in the top-left. float anchorX = 0; float anchorY = 0; float anchorOriginX = 0; float anchorOriginY = 0; // Translation directions when placing items. glm::vec2 directionLine = {1, 0}; glm::vec2 directionRow = {0, 1}; // Change direction. if (mDirection == DIRECTION_COLUMN) { directionLine = {0, 1}; directionRow = {1, 0}; } // Set children sizes. glm::vec2 maxItemSize = {0.0f, 0.0f}; for (auto i : mChildren) { auto oldSize = i->getSize(); if (oldSize.x == 0) oldSize.x = DEFAULT_ITEM_SIZE_X; glm::vec2 newSize = {mItemWidth, oldSize.y * (mItemWidth / oldSize.x)}; i->setSize(newSize); maxItemSize = {std::max(maxItemSize.x, newSize.x), std::max(maxItemSize.y, newSize.y)}; } // Pre-compute layout parameters. int n = mChildren.size(); int nLines = std::max(1, (int) std::ceil(n / std::max(1, (int) mItemsPerLine))); float lineWidth = (mDirection == "row" ? (maxItemSize.y + mItemMargin.y) : (maxItemSize.x + mItemMargin.x)); float anchorXStart = anchorX; float anchorYStart = anchorY; // Compute total container size. glm::vec2 totalSize = {-mItemMargin.x, -mItemMargin.y}; if (mDirection == "row") { totalSize.x += (mItemMargin.x + mItemWidth) * mItemsPerLine; totalSize.y += (mItemMargin.y + maxItemSize.y) * nLines; } else { totalSize.x += (mItemMargin.x + mItemWidth) * nLines; totalSize.y += (mItemMargin.y + maxItemSize.y) * mItemsPerLine; } // Iterate through the children. for (int i = 0; i < n; i++) { GuiComponent *child = mChildren[i]; auto size = child->getSize(); // Top-left anchor position. float x = anchorX - anchorOriginX * size.x; float y = anchorY - anchorOriginY * size.y; // Apply item margin. /*if ((mDirection == "row" && i % std::max(1, (int) mItemsPerLine) != 0) || (mDirection == "column" && i >= (int) mItemsPerLine)) x += mItemMargin.x * (directionLine.x >= 0.0f ? 1.0f : -1.0f); if ((mDirection == "column" && i % std::max(1, (int) mItemsPerLine) != 0) || (mDirection == "row" && i >= (int) mItemsPerLine)) y += mItemMargin.y * (directionLine.y >= 0.0f ? 1.0f : -1.0f);*/ // Apply alignment if (mAlign == ITEM_ALIGN_END) { x += directionLine.x == 0 ? (maxItemSize.x - size.x) : 0; y += directionLine.y == 0 ? (maxItemSize.y - size.y) : 0; } else if (mAlign == ITEM_ALIGN_CENTER) { x += directionLine.x == 0 ? (maxItemSize.x - size.x) / 2 : 0; y += directionLine.y == 0 ? (maxItemSize.y - size.y) / 2 : 0; } else if (mAlign == ITEM_ALIGN_STRETCH && mDirection == "row") { child->setSize(child->getSize().x, maxItemSize.y); } // Apply origin. if (mOrigin.x > 0 && mOrigin.x <= 1) x -= mOrigin.x * totalSize.x; if (mOrigin.y > 0 && mOrigin.y <= 1) y -= mOrigin.y * totalSize.y; // Store final item position. child->setPosition(getPosition().x + x, getPosition().y + y); // Translate anchor. if ((i + 1) % std::max(1, (int) mItemsPerLine) != 0) { // Translate on same line. anchorX += (size.x + mItemMargin.x) * directionLine.x; anchorY += (size.y + mItemMargin.y) * directionLine.y; } else { // Translate to first position of next line. if (directionRow.x == 0) { anchorY += lineWidth * directionRow.y; anchorX = anchorXStart; } else { anchorX += lineWidth * directionRow.x; anchorY = anchorYStart; } } } mLayoutValid = true; } void FlexboxComponent::render(const glm::mat4& parentTrans) { if (!isVisible()) return; if (!mLayoutValid) computeLayout(); renderChildren(parentTrans); } void FlexboxComponent::applyTheme(const std::shared_ptr& theme, const std::string& view, const std::string& element, unsigned int properties) { using namespace ThemeFlags; glm::vec2 scale{getParent() ? getParent()->getSize() : glm::vec2{static_cast(Renderer::getScreenWidth()), static_cast(Renderer::getScreenHeight())}}; // TODO: How to do this without explicit 'badges' property? const ThemeData::ThemeElement* elem = theme->getElement(view, element, "badges"); if (!elem) return; if (properties & DIRECTION && elem->has("direction")) mDirection = elem->get("direction"); if (elem->has("align")) mAlign = elem->get("align"); if (elem->has("itemsPerLine")) mItemsPerLine = elem->get("itemsPerLine"); if (elem->has("itemMargin")) mItemMargin = elem->get("itemMargin"); if (elem->has("itemWidth")) mItemWidth = elem->get("itemWidth") * scale.x; GuiComponent::applyTheme(theme, view, element, properties); // Layout no longer valid. mLayoutValid = false; } std::vector FlexboxComponent::getHelpPrompts() { std::vector prompts; return prompts; }