// SPDX-License-Identifier: MIT // // EmulationStation Desktop Edition // ComponentList.h // // Used to lay out and navigate lists in GUI menus. // #ifndef ES_CORE_COMPONENTS_COMPONENT_LIST_H #define ES_CORE_COMPONENTS_COMPONENT_LIST_H #include "IList.h" struct ComponentListElement { ComponentListElement( const std::shared_ptr& cmp = nullptr, bool resize_w = true, bool inv = true) : component(cmp), resize_width(resize_w), invert_when_selected(inv) {}; std::shared_ptr component; bool resize_width; bool invert_when_selected; }; struct ComponentListRow { std::vector elements; // The input handler is called when the user enters any input while this row is // highlighted (including up/down). // Return false to let the list try to use it or true if the input has been consumed. // If no input handler is supplied (input_handler == nullptr), the default behavior is // to forward the input to the rightmost element in the currently selected row. std::function input_handler; inline void addElement(const std::shared_ptr& component, bool resize_width, bool invert_when_selected = true) { elements.push_back(ComponentListElement(component, resize_width, invert_when_selected)); } // Utility function for making an input handler for "when the users presses A on this, do func". inline void makeAcceptInputHandler(const std::function& func) { input_handler = [func](InputConfig* config, Input input) -> bool { if (config->isMappedTo("a", input) && input.value != 0) { func(); return true; } return false; }; } }; class ComponentList : public IList { public: ComponentList(Window* window); void addRow(const ComponentListRow& row, bool setCursorHere = false); void textInput(const std::string& text) override; bool input(InputConfig* config, Input input) override; void update(int deltaTime) override; void render(const Transform4x4f& parentTrans) override; virtual std::vector getHelpPrompts() override; void onSizeChanged() override; void onFocusGained() override; void onFocusLost() override; bool moveCursor(int amt); inline int getCursorId() const { return mCursor; } float getTotalRowHeight() const; inline float getRowHeight(int row) const { return getRowHeight(mEntries.at(row).data); } inline void setCursorChangedCallback(const std::function& callback) { mCursorChangedCallback = callback; }; inline const std::function& getCursorChangedCallback() const { return mCursorChangedCallback; }; protected: void onCursorChanged(const CursorState& state) override; private: bool mFocused; void updateCameraOffset(); void updateElementPosition(const ComponentListRow& row); void updateElementSize(const ComponentListRow& row); float getRowHeight(const ComponentListRow& row) const; float mHorizontalPadding; float mSelectorBarOffset; float mCameraOffset; std::function mCursorChangedCallback; }; #endif // ES_CORE_COMPONENTS_COMPONENT_LIST_H