ES-DE/es-core/src/components/ComponentList.h

88 lines
2.8 KiB
C++

#pragma once
#include "IList.h"
#include <functional>
struct ComponentListElement
{
ComponentListElement(const std::shared_ptr<GuiComponent>& cmp = nullptr, bool resize_w = true, bool inv = true)
: component(cmp), resize_width(resize_w), invert_when_selected(inv) { };
std::shared_ptr<GuiComponent> component;
bool resize_width;
bool invert_when_selected;
};
struct ComponentListRow
{
std::vector<ComponentListElement> 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<bool(InputConfig*, Input)> input_handler;
inline void addElement(const std::shared_ptr<GuiComponent>& component, bool resize_width, bool invert_when_selected = true)
{
elements.push_back(ComponentListElement(component, resize_width, invert_when_selected));
}
// Utility method for making an input handler for "when the users presses A on this, do func."
inline void makeAcceptInputHandler(const std::function<void()>& 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<ComponentListRow, void*>
{
public:
ComponentList(Window* window);
void addRow(const ComponentListRow& row, bool setCursorHere = false);
void textInput(const char* text) override;
bool input(InputConfig* config, Input input) override;
void update(int deltaTime) override;
void render(const Eigen::Affine3f& parentTrans) override;
virtual std::vector<HelpPrompt> 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<void(CursorState state)>& callback) { mCursorChangedCallback = callback; };
inline const std::function<void(CursorState state)>& 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 mSelectorBarOffset;
float mCameraOffset;
std::function<void(CursorState state)> mCursorChangedCallback;
};