// SPDX-License-Identifier: MIT // // EmulationStation Desktop Edition // IList.h // // List base class, used by both the gamelist views and the menus. // #ifndef ES_CORE_COMPONENTS_ILIST_H #define ES_CORE_COMPONENTS_ILIST_H #include "components/ImageComponent.h" #include "utils/StringUtil.h" #include "Window.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 tier 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}, {0, 16} }; const ScrollTierList LIST_SCROLL_STYLE_QUICK = { 3, 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; const ScrollTierList& mTierList; const ListLoopType mLoopType; std::vector mEntries; Window* mWindow; public: IList( Window* window, const ScrollTierList& tierList = LIST_SCROLL_STYLE_QUICK, const ListLoopType& loopType = LIST_PAUSE_AT_END) : GuiComponent(window), mTierList(tierList), mLoopType(loopType), mWindow(window) { mCursor = 0; mScrollTier = 0; mScrollVelocity = 0; mScrollTierAccumulator = 0; mScrollCursorAccumulator = 0; mTitleOverlayOpacity = 0x00; mTitleOverlayColor = 0xFFFFFF00; } bool isScrolling() const { return (mScrollVelocity != 0 && mScrollTier > 0); } int getScrollingVelocity() { return mScrollVelocity; } void stopScrolling() { // if (mScrollTier >= 2) // NavigationSounds::getInstance()->playThemeNavigationSound(SCROLLSOUND); mTitleOverlayOpacity = 0; listInput(0); if (mScrollVelocity == 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; } inline const UserData& getNext() const { // If there is a next entry, then return it, otherwise return the current entry. if (mCursor + 1 < mEntries.size()) return mEntries.at(mCursor+1).object; else return mEntries.at(mCursor).object; } inline const UserData& getPrevious() const { // If there is a previous entry, then return it, otherwise return the current entry. if (mCursor != 0) return mEntries.at(mCursor-1).object; else return mEntries.at(mCursor).object; } inline const UserData& getFirst() const { assert(size() > 0); return mEntries.front().object; } inline const UserData& getLast() const { assert(size() > 0); return mEntries.back().object; } void setCursor(typename std::vector::const_iterator& it) { assert(it != mEntries.cend()); mCursor = it - mEntries.cbegin(); onCursorChanged(CURSOR_STOPPED); } // Returns true if successful (select is in our list), false if not. bool setCursor(const UserData& obj) { for (auto it = mEntries.cbegin(); it != mEntries.cend(); it++) { if ((*it).object == obj) { mCursor = static_cast(it - mEntries.cbegin()); 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.cbegin(); it != mEntries.cend(); it++) { if ((*it).object == obj) { remove(it); return true; } } return false; } inline int size() const { return static_cast(mEntries.size()); } protected: void remove(typename std::vector::const_iterator& it) { if (mCursor > 0 && it - mEntries.cbegin() <= mCursor) { mCursor--; onCursorChanged(CURSOR_STOPPED); } mEntries.erase(it); } bool listFirstRow() { mCursor = 0; onCursorChanged(CURSOR_STOPPED); onScroll(); return true; } bool listLastRow() { mCursor = static_cast(mEntries.size()) - 1; onCursorChanged(CURSOR_STOPPED); onScroll(); return true; } bool listInput(int velocity) // A velocity of 0 = stop scrolling. { 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. // Fade in if scroll tier is >= 1, otherwise fade out. const int dir = (mScrollTier >= mTierList.count - 1) ? 1 : -1; // We simply translate the time directly to opacity, i.e. no scaling is performed. int op = mTitleOverlayOpacity + deltaTime * dir; if (op >= 255) mTitleOverlayOpacity = 255; else if (op <= 0) mTitleOverlayOpacity = 0; else mTitleOverlayOpacity = static_cast(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++; } // Should we go to the next scrolling tier? 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 (!Settings::getInstance()->getBool("ListScrollOverlay")) return; if (size() == 0 || mTitleOverlayOpacity == 0) { mWindow->renderListScrollOverlay(0, ""); return; } std::string titleIndex; bool favoritesSorting; if (getSelected()->getSystem()->isCustomCollection()) favoritesSorting = Settings::getInstance()->getBool("FavFirstCustom"); else favoritesSorting = Settings::getInstance()->getBool("FavoritesFirst"); if (favoritesSorting && getSelected()->getFavorite()) { #if defined(_MSC_VER) // MSVC compiler. titleIndex = Utils::String::wideStringToString(L"\uF005"); #else titleIndex = "\uF005"; #endif } else { titleIndex = getSelected()->getName(); if (titleIndex.size()) { titleIndex[0] = toupper(titleIndex[0]); if (titleIndex.size() > 1) { titleIndex = titleIndex.substr(0, 2); titleIndex[1] = tolower(titleIndex[1]); } } } // The actual rendering takes place in Window to make sure that the overlay is placed on // top of all GUI elements but below the info popups and GPU statistics overlay. mWindow->renderListScrollOverlay(mTitleOverlayOpacity, titleIndex); } 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(); mCursor = cursor; onCursorChanged((mScrollTier > 0) ? CURSOR_SCROLLING : CURSOR_STOPPED); } virtual void onCursorChanged(const CursorState& /*state*/) {} virtual void onScroll() {} }; #endif // ES_CORE_COMPONENTS_ILIST_H