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474 lines
16 KiB
C++
474 lines
16 KiB
C++
//
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// TextListComponent.h
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//
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// Used for displaying and navigating the gamelists.
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//
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#pragma once
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#ifndef ES_APP_COMPONENTS_TEXT_LIST_COMPONENT_H
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#define ES_APP_COMPONENTS_TEXT_LIST_COMPONENT_H
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#include "components/IList.h"
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#include "math/Misc.h"
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#include "utils/StringUtil.h"
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#include "Log.h"
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#include "Sound.h"
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#include <memory>
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class TextCache;
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struct TextListData {
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unsigned int colorId;
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std::shared_ptr<TextCache> textCache;
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};
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// A graphical list. Supports multiple colors for rows and scrolling.
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template <typename T>
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class TextListComponent : public IList<TextListData, T>
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{
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protected:
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using IList<TextListData, T>::mEntries;
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using IList<TextListData, T>::listUpdate;
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using IList<TextListData, T>::listInput;
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using IList<TextListData, T>::listRenderTitleOverlay;
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using IList<TextListData, T>::getTransform;
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using IList<TextListData, T>::mSize;
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using IList<TextListData, T>::mCursor;
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// The following change is required for compilation with Clang.
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// http://www.open-std.org/jtc1/sc22/wg21/docs/cwg_active.html#2070
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// using IList<TextListData, T>::Entry;
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using IList<TextListData, T>::IList;
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public:
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using IList<TextListData, T>::size;
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using IList<TextListData, T>::isScrolling;
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using IList<TextListData, T>::stopScrolling;
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TextListComponent(Window* window);
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bool input(InputConfig* config, Input input) override;
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void update(int deltaTime) override;
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void render(const Transform4x4f& parentTrans) override;
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void applyTheme(const std::shared_ptr<ThemeData>& theme, const std::string& view,
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const std::string& element, unsigned int properties) override;
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void add(const std::string& name, const T& obj, unsigned int colorId);
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enum Alignment {
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ALIGN_LEFT,
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ALIGN_CENTER,
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ALIGN_RIGHT
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};
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inline void setAlignment(Alignment align) { mAlignment = align; }
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inline void setCursorChangedCallback(const std::function<void(CursorState state)>& func)
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{ mCursorChangedCallback = func; }
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inline void setFont(const std::shared_ptr<Font>& font)
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{
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mFont = font;
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for (auto it = mEntries.begin(); it != mEntries.end(); it++)
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it->data.textCache.reset();
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}
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inline void setUppercase(bool /*uppercase*/)
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{
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mUppercase = true;
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for (auto it = mEntries.begin(); it != mEntries.end(); it++)
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it->data.textCache.reset();
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}
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inline void setSelectorHeight(float selectorScale) { mSelectorHeight = selectorScale; }
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inline void setSelectorOffsetY(float selectorOffsetY) { mSelectorOffsetY = selectorOffsetY; }
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inline void setSelectorColor(unsigned int color) { mSelectorColor = color; }
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inline void setSelectorColorEnd(unsigned int color) { mSelectorColorEnd = color; }
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inline void setSelectorColorGradientHorizontal(bool horizontal)
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{ mSelectorColorGradientHorizontal = horizontal; }
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inline void setSelectedColor(unsigned int color) { mSelectedColor = color; }
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inline void setColor(unsigned int id, unsigned int color) { mColors[id] = color; }
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inline void setLineSpacing(float lineSpacing) { mLineSpacing = lineSpacing; }
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protected:
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virtual void onScroll() override {
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NavigationSounds::getInstance()->playThemeNavigationSound(SCROLLSOUND); }
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virtual void onCursorChanged(const CursorState& state) override;
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private:
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int mMarqueeOffset;
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int mMarqueeOffset2;
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int mMarqueeTime;
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Alignment mAlignment;
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float mHorizontalMargin;
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std::function<void(CursorState state)> mCursorChangedCallback;
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std::shared_ptr<Font> mFont;
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bool mUppercase;
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float mLineSpacing;
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float mSelectorHeight;
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float mSelectorOffsetY;
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unsigned int mSelectorColor;
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unsigned int mSelectorColorEnd;
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bool mSelectorColorGradientHorizontal = true;
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unsigned int mSelectedColor;
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static const unsigned int COLOR_ID_COUNT = 2;
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unsigned int mColors[COLOR_ID_COUNT];
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ImageComponent mSelectorImage;
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};
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template <typename T>
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TextListComponent<T>::TextListComponent(Window* window) :
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IList<TextListData, T>(window), mSelectorImage(window)
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{
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mMarqueeOffset = 0;
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mMarqueeOffset2 = 0;
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mMarqueeTime = 0;
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mHorizontalMargin = 0;
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mAlignment = ALIGN_CENTER;
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mFont = Font::get(FONT_SIZE_MEDIUM);
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mUppercase = false;
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mLineSpacing = 1.5f;
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mSelectorHeight = mFont->getSize() * 1.5f;
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mSelectorOffsetY = 0;
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mSelectorColor = 0x000000FF;
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mSelectorColorEnd = 0x000000FF;
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mSelectorColorGradientHorizontal = true;
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mSelectedColor = 0;
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mColors[0] = 0x0000FFFF;
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mColors[1] = 0x00FF00FF;
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}
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template <typename T>
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void TextListComponent<T>::render(const Transform4x4f& parentTrans)
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{
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Transform4x4f trans = parentTrans * getTransform();
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std::shared_ptr<Font>& font = mFont;
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if (size() == 0)
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return;
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const float entrySize = Math::max(font->getHeight(1.0), (float)font->getSize()) * mLineSpacing;
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int startEntry = 0;
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// Number of entries that can fit on the screen simultaneously.
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int screenCount = (int)(mSize.y() / entrySize + 0.5f);
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if (size() >= screenCount) {
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startEntry = mCursor - screenCount/2;
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if (startEntry < 0)
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startEntry = 0;
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if (startEntry >= size() - screenCount)
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startEntry = size() - screenCount;
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}
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float y = 0;
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int listCutoff = startEntry + screenCount;
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if (listCutoff > size())
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listCutoff = size();
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// Draw selector bar.
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if (startEntry < listCutoff) {
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if (mSelectorImage.hasImage()) {
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mSelectorImage.setPosition(0.f,
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(mCursor - startEntry)*entrySize + mSelectorOffsetY, 0.f);
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mSelectorImage.render(trans);
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}
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else {
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Renderer::setMatrix(trans);
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Renderer::drawRect(
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0.0f,
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(mCursor - startEntry)*entrySize +
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mSelectorOffsetY,
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mSize.x(),
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mSelectorHeight,
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mSelectorColor,
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mSelectorColorEnd,
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mSelectorColorGradientHorizontal);
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}
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}
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// Clip to inside margins.
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Vector3f dim(mSize.x(), mSize.y(), 0);
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dim = trans * dim - trans.translation();
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Renderer::pushClipRect(Vector2i((int)(trans.translation().x() + mHorizontalMargin),
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(int)trans.translation().y()), Vector2i((int)(dim.x() - mHorizontalMargin*2),
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(int)dim.y()));
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for (int i = startEntry; i < listCutoff; i++) {
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typename IList<TextListData, T>::Entry& entry = mEntries.at((unsigned int)i);
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unsigned int color;
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if (mCursor == i && mSelectedColor)
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color = mSelectedColor;
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else
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color = mColors[entry.data.colorId];
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if (!entry.data.textCache)
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entry.data.textCache = std::unique_ptr<TextCache>
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(font->buildTextCache(mUppercase ?
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Utils::String::toUpper(entry.name) : entry.name, 0, 0, 0x000000FF));
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// If a game is marked as hidden, lower the text opacity quite a lot.
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// For games marked not to be counted, lower the opacity moderately.
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if (entry.object->getHidden())
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entry.data.textCache->setColor(color & 0xFFFFFF33);
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else if (!entry.object->getCountAsGame())
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entry.data.textCache->setColor(color & 0xFFFFFF77);
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else
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entry.data.textCache->setColor(color);
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Vector3f offset(0, y, 0);
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switch (mAlignment) {
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case ALIGN_LEFT:
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offset[0] = mHorizontalMargin;
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break;
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case ALIGN_CENTER:
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offset[0] = (int)((mSize.x() - entry.data.textCache->metrics.size.x()) / 2);
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if (offset[0] < mHorizontalMargin)
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offset[0] = mHorizontalMargin;
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break;
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case ALIGN_RIGHT:
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offset[0] = (mSize.x() - entry.data.textCache->metrics.size.x());
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offset[0] -= mHorizontalMargin;
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if (offset[0] < mHorizontalMargin)
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offset[0] = mHorizontalMargin;
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break;
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}
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// Render text.
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Transform4x4f drawTrans = trans;
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// Currently selected item text might be scrolling.
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if ((mCursor == i) && (mMarqueeOffset > 0))
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drawTrans.translate(offset - Vector3f((float)mMarqueeOffset, 0, 0));
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else
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drawTrans.translate(offset);
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Renderer::setMatrix(drawTrans);
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font->renderTextCache(entry.data.textCache.get());
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// Render currently selected item text again if marquee is
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// scrolled far enough for it to repeat.
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if ((mCursor == i) && (mMarqueeOffset2 < 0)) {
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drawTrans = trans;
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drawTrans.translate(offset - Vector3f((float)mMarqueeOffset2, 0, 0));
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Renderer::setMatrix(drawTrans);
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font->renderTextCache(entry.data.textCache.get());
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}
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y += entrySize;
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}
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Renderer::popClipRect();
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listRenderTitleOverlay(trans);
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GuiComponent::renderChildren(trans);
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}
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template <typename T>
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bool TextListComponent<T>::input(InputConfig* config, Input input)
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{
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if (size() > 0) {
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if (input.value != 0) {
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if (config->isMappedLike("down", input)) {
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listInput(1);
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return true;
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}
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if (config->isMappedLike("up", input)) {
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listInput(-1);
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return true;
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}
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if (config->isMappedLike("rightshoulder", input)) {
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listInput(10);
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return true;
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}
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if (config->isMappedLike("leftshoulder", input)) {
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listInput(-10);
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return true;
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}
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if (config->isMappedLike("righttrigger", input)) {
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return this->listLastRow();
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}
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if (config->isMappedLike("lefttrigger", input)) {
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return this->listFirstRow();
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}
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}
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else {
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if (config->isMappedLike("down", input) ||
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config->isMappedLike("up", input) ||
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config->isMappedLike("rightshoulder", input) ||
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config->isMappedLike("leftshoulder", input) ||
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config->isMappedLike("lefttrigger", input) ||
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config->isMappedLike("righttrigger", input))
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stopScrolling();
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}
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}
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// Explicitly stop the scrolling, otherwise it will go forever in case
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// the menu was openened or another gamelist was selected using the
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// quick system selector etc.
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stopScrolling();
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return GuiComponent::input(config, input);
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}
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template <typename T>
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void TextListComponent<T>::update(int deltaTime)
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{
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listUpdate(deltaTime);
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if (!isScrolling() && size() > 0) {
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// Always reset the marquee offsets.
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mMarqueeOffset = 0;
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mMarqueeOffset2 = 0;
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// If we're not scrolling and this object's text goes outside our size, marquee it!
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const float textLength = mFont->sizeText(mEntries.at((unsigned int)mCursor).name).x();
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const float limit = mSize.x() - mHorizontalMargin * 2;
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if (textLength > limit) {
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// Loop.
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// Pixels per second (based on nes-mini font at 1920x1080 to produce a speed of 200).
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const float speed = mFont->sizeText("ABCDEFGHIJKLMNOPQRSTUVWXYZ").x() * 0.247f;
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const float delay = 3000;
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const float scrollLength = textLength;
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const float returnLength = speed * 1.5f;
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const float scrollTime = (scrollLength * 1000) / speed;
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const float returnTime = (returnLength * 1000) / speed;
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const int maxTime = (int)(delay + scrollTime + returnTime);
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mMarqueeTime += deltaTime;
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while (mMarqueeTime > maxTime)
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mMarqueeTime -= maxTime;
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mMarqueeOffset = (int)(Math::Scroll::loop(delay, scrollTime + returnTime,
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(float)mMarqueeTime, scrollLength + returnLength));
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if (mMarqueeOffset > (scrollLength - (limit - returnLength)))
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mMarqueeOffset2 = (int)(mMarqueeOffset - (scrollLength + returnLength));
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}
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}
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GuiComponent::update(deltaTime);
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}
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// List management stuff.
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template <typename T>
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void TextListComponent<T>::add(const std::string& name, const T& obj, unsigned int color)
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{
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assert(color < COLOR_ID_COUNT);
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typename IList<TextListData, T>::Entry entry;
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entry.name = name;
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entry.object = obj;
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entry.data.colorId = color;
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static_cast<IList< TextListData, T >*>(this)->add(entry);
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}
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template <typename T>
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void TextListComponent<T>::onCursorChanged(const CursorState& state)
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{
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mMarqueeOffset = 0;
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mMarqueeOffset2 = 0;
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mMarqueeTime = 0;
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if (mCursorChangedCallback)
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mCursorChangedCallback(state);
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}
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template <typename T>
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void TextListComponent<T>::applyTheme(const std::shared_ptr<ThemeData>& theme,
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const std::string& view, const std::string& element, unsigned int properties)
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{
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GuiComponent::applyTheme(theme, view, element, properties);
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const ThemeData::ThemeElement* elem = theme->getElement(view, element, "textlist");
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if (!elem)
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return;
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using namespace ThemeFlags;
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if (properties & COLOR) {
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if (elem->has("selectorColor")) {
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setSelectorColor(elem->get<unsigned int>("selectorColor"));
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setSelectorColorEnd(elem->get<unsigned int>("selectorColor"));
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}
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if (elem->has("selectorColorEnd"))
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setSelectorColorEnd(elem->get<unsigned int>("selectorColorEnd"));
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if (elem->has("selectorGradientType"))
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setSelectorColorGradientHorizontal(!(elem->get<std::string>
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("selectorGradientType").compare("horizontal")));
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if (elem->has("selectedColor"))
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setSelectedColor(elem->get<unsigned int>("selectedColor"));
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if (elem->has("primaryColor"))
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setColor(0, elem->get<unsigned int>("primaryColor"));
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if (elem->has("secondaryColor"))
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setColor(1, elem->get<unsigned int>("secondaryColor"));
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}
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setFont(Font::getFromTheme(elem, properties, mFont));
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const float selectorHeight = Math::max(mFont->getHeight(1.0),
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(float)mFont->getSize()) * mLineSpacing;
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setSelectorHeight(selectorHeight);
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if (properties & ALIGNMENT) {
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if (elem->has("alignment")) {
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const std::string& str = elem->get<std::string>("alignment");
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if (str == "left")
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setAlignment(ALIGN_LEFT);
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else if (str == "center")
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setAlignment(ALIGN_CENTER);
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else if (str == "right")
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setAlignment(ALIGN_RIGHT);
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else
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LOG(LogError) << "Unknown TextListComponent alignment \"" << str << "\"!";
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}
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if (elem->has("horizontalMargin")) {
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mHorizontalMargin = elem->get<float>("horizontalMargin") *
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(this->mParent ? this->mParent->getSize().x() :
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(float)Renderer::getScreenWidth());
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}
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}
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if (properties & FORCE_UPPERCASE && elem->has("forceUppercase"))
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setUppercase(elem->get<bool>("forceUppercase"));
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if (properties & LINE_SPACING) {
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if (elem->has("lineSpacing"))
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setLineSpacing(elem->get<float>("lineSpacing"));
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if (elem->has("selectorHeight"))
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setSelectorHeight(elem->get<float>("selectorHeight") * Renderer::getScreenHeight());
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if (elem->has("selectorOffsetY")) {
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float scale = this->mParent ? this->mParent->getSize().y() : (float)Renderer::getScreenHeight();
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setSelectorOffsetY(elem->get<float>("selectorOffsetY") * scale);
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}
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else {
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setSelectorOffsetY(0.0);
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}
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}
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if (elem->has("selectorImagePath")) {
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std::string path = elem->get<std::string>("selectorImagePath");
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bool tile = elem->has("selectorImageTile") && elem->get<bool>("selectorImageTile");
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mSelectorImage.setImage(path, tile);
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mSelectorImage.setSize(mSize.x(), mSelectorHeight);
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mSelectorImage.setColorShift(mSelectorColor);
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mSelectorImage.setColorShiftEnd(mSelectorColorEnd);
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}
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else {
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mSelectorImage.setImage("");
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}
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}
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#endif // ES_APP_COMPONENTS_TEXT_LIST_COMPONENT_H
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