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716 lines
23 KiB
C++
716 lines
23 KiB
C++
// SPDX-License-Identifier: MIT
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//
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// EmulationStation Desktop Edition
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// ImageGridComponent.cpp
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//
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// X*Y image grid, used by GridGameListView.
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//
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#ifndef ES_CORE_COMPONENTS_IMAGE_GRID_COMPONENT_H
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#define ES_CORE_COMPONENTS_IMAGE_GRID_COMPONENT_H
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#include "Log.h"
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#include "animations/LambdaAnimation.h"
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#include "components/IList.h"
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#include "resources/TextureResource.h"
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#include "GridTileComponent.h"
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#define EXTRAITEMS 2
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enum ScrollDirection {
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SCROLL_VERTICALLY,
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SCROLL_HORIZONTALLY
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};
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enum ImageSource {
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THUMBNAIL,
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IMAGE,
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MARQUEE
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};
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struct ImageGridData {
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std::string texturePath;
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};
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template<typename T>
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class ImageGridComponent : public IList<ImageGridData, T>
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{
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protected:
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using IList<ImageGridData, T>::mEntries;
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using IList<ImageGridData, T>::mScrollTier;
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using IList<ImageGridData, T>::listUpdate;
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using IList<ImageGridData, T>::listInput;
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using IList<ImageGridData, T>::listRenderTitleOverlay;
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using IList<ImageGridData, T>::getTransform;
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using IList<ImageGridData, T>::mSize;
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using IList<ImageGridData, T>::mCursor;
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using IList<ImageGridData, T>::mWindow;
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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<ImageGridData, T>::Entry;
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using IList<ImageGridData, T>::IList;
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public:
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using IList<ImageGridData, T>::size;
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using IList<ImageGridData, T>::isScrolling;
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using IList<ImageGridData, T>::stopScrolling;
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ImageGridComponent(Window* window);
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void add(const std::string& name, const std::string& imagePath, const T& obj);
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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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virtual 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 onSizeChanged() override;
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inline void setCursorChangedCallback(const std::function<void(CursorState state)>& func)
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{ mCursorChangedCallback = func; }
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ImageSource getImageSource() { return mImageSource; };
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protected:
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virtual void onCursorChanged(const CursorState& state) override;
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private:
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// Tiles.
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void buildTiles();
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void updateTiles(bool ascending = true, bool allowAnimation = true,
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bool updateSelectedState = true);
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void updateTileAtPos(int tilePos, int imgPos, bool allowAnimation, bool updateSelectedState);
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void calcGridDimension();
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bool isScrollLoop();
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bool isVertical() { return mScrollDirection == SCROLL_VERTICALLY; };
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// Images and entries.
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bool mEntriesDirty;
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int mLastCursor;
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std::string mDefaultGameTexture;
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std::string mDefaultFolderTexture;
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// Tiles.
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bool mLastRowPartial;
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Vector2f mAutoLayout;
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float mAutoLayoutZoom;
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Vector4f mPadding;
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Vector2f mMargin;
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Vector2f mTileSize;
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Vector2i mGridDimension;
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std::shared_ptr<ThemeData> mTheme;
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std::vector< std::shared_ptr<GridTileComponent> > mTiles;
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int mStartPosition;
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float mCamera;
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float mCameraDirection;
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// Miscellaneous.
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bool mAnimate;
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bool mCenterSelection;
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bool mScrollLoop;
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ScrollDirection mScrollDirection;
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ImageSource mImageSource;
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std::function<void(CursorState state)> mCursorChangedCallback;
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};
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template<typename T>
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ImageGridComponent<T>::ImageGridComponent(Window* window) : IList<ImageGridData, T>(window)
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{
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Vector2f screen = Vector2f(static_cast<float>(Renderer::getScreenWidth()),
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static_cast<float>(Renderer::getScreenHeight()));
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mCamera = 0.0;
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mCameraDirection = 1.0;
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mAutoLayout = Vector2f::Zero();
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mAutoLayoutZoom = 1.0;
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mStartPosition = 0;
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mEntriesDirty = true;
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mLastCursor = 0;
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mDefaultGameTexture = ":/graphics/cartridge.svg";
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mDefaultFolderTexture = ":/graphics/folder.svg";
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mSize = screen * 0.80f;
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mMargin = screen * 0.07f;
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mPadding = Vector4f::Zero();
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mTileSize = GridTileComponent::getDefaultTileSize();
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mAnimate = true;
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mCenterSelection = false;
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mScrollLoop = false;
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mScrollDirection = SCROLL_VERTICALLY;
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mImageSource = THUMBNAIL;
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}
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template<typename T>
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void ImageGridComponent<T>::add(const std::string& name, const std::string& imagePath, const T& obj)
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{
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typename IList<ImageGridData, T>::Entry entry;
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entry.name = name;
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entry.object = obj;
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entry.data.texturePath = imagePath;
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static_cast<IList<ImageGridData, T>*>(this)->add(entry);
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mEntriesDirty = true;
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}
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template<typename T>
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bool ImageGridComponent<T>::input(InputConfig* config, Input input)
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{
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if (input.value != 0) {
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int idx = isVertical() ? 0 : 1;
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Vector2i dir = Vector2i::Zero();
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if (config->isMappedLike("up", input))
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dir[1 ^ idx] = -1;
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else if (config->isMappedLike("down", input))
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dir[1 ^ idx] = 1;
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else if (config->isMappedLike("left", input))
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dir[0 ^ idx] = -1;
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else if (config->isMappedLike("right", input))
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dir[0 ^ idx] = 1;
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if (dir != Vector2i::Zero()) {
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if (isVertical())
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listInput(dir.x() + dir.y() * mGridDimension.x());
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else
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listInput(dir.x() + dir.y() * mGridDimension.y());
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return true;
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}
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}
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else {
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if (config->isMappedLike("up", input) || config->isMappedLike("down", input) ||
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config->isMappedLike("left", input) || config->isMappedLike("right", input))
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stopScrolling();
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}
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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 ImageGridComponent<T>::update(int deltaTime)
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{
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GuiComponent::update(deltaTime);
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listUpdate(deltaTime);
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for (auto it = mTiles.begin(); it != mTiles.end(); it++)
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(*it)->update(deltaTime);
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}
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template<typename T>
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void ImageGridComponent<T>::render(const Transform4x4f& parentTrans)
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{
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Transform4x4f trans = getTransform() * parentTrans;
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Transform4x4f tileTrans = trans;
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float offsetX = isVertical() ? 0.0f : mCamera * mCameraDirection *
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(mTileSize.x() + mMargin.x());
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float offsetY = isVertical() ? mCamera * mCameraDirection *
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(mTileSize.y() + mMargin.y()) : 0.0f;
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tileTrans.translate(Vector3f(offsetX, offsetY, 0.0));
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if (mEntriesDirty) {
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updateTiles();
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mEntriesDirty = false;
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}
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// Create a clipRect to hide tiles used to buffer texture loading.
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float scaleX = trans.r0().x();
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float scaleY = trans.r1().y();
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Vector2i pos(static_cast<int>(Math::round(trans.translation()[0])),
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static_cast<int>(Math::round(trans.translation()[1])));
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Vector2i size(static_cast<int>(Math::round(mSize.x() * scaleX)),
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static_cast<int>(Math::round(mSize.y() * scaleY)));
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Renderer::pushClipRect(pos, size);
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// Render all the tiles but the selected one.
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std::shared_ptr<GridTileComponent> selectedTile = nullptr;
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for (auto it = mTiles.begin(); it != mTiles.end(); it++) {
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std::shared_ptr<GridTileComponent> tile = (*it);
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// If it's the selected image, keep it for later, otherwise render it now.
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if (tile->isSelected())
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selectedTile = tile;
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else
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tile->render(tileTrans);
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}
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Renderer::popClipRect();
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// Render the selected image on top of the others.
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if (selectedTile != nullptr)
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selectedTile->render(tileTrans);
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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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void ImageGridComponent<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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// Apply theme to GuiComponent but not the size property, which will be applied
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// at the end of this function.
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GuiComponent::applyTheme(theme, view, element, properties ^ ThemeFlags::SIZE);
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// Keep the theme pointer to apply it on the tiles later on.
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mTheme = theme;
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Vector2f screen = Vector2f(static_cast<float>(Renderer::getScreenWidth()),
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static_cast<float>(Renderer::getScreenHeight()));
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const ThemeData::ThemeElement* elem = theme->getElement(view, element, "imagegrid");
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if (elem) {
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if (elem->has("margin"))
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mMargin = elem->get<Vector2f>("margin") * screen;
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if (elem->has("padding"))
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mPadding = elem->get<Vector4f>("padding") *
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Vector4f(screen.x(), screen.y(), screen.x(), screen.y());
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if (elem->has("autoLayout"))
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mAutoLayout = elem->get<Vector2f>("autoLayout");
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if (elem->has("autoLayoutSelectedZoom"))
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mAutoLayoutZoom = elem->get<float>("autoLayoutSelectedZoom");
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if (elem->has("imageSource")) {
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auto direction = elem->get<std::string>("imageSource");
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if (direction == "image")
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mImageSource = IMAGE;
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else if (direction == "marquee")
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mImageSource = MARQUEE;
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else
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mImageSource = THUMBNAIL;
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}
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else {
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mImageSource = THUMBNAIL;
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}
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if (elem->has("scrollDirection"))
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mScrollDirection = (ScrollDirection)(elem->
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get<std::string>("scrollDirection") == "horizontal");
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if (elem->has("centerSelection")) {
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mCenterSelection = (elem->get<bool>("centerSelection"));
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if (elem->has("scrollLoop"))
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mScrollLoop = (elem->get<bool>("scrollLoop"));
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}
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if (elem->has("animate"))
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mAnimate = (elem->get<bool>("animate"));
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else
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mAnimate = true;
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if (elem->has("gameImage")) {
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std::string path = elem->get<std::string>("gameImage");
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if (!ResourceManager::getInstance()->fileExists(path)) {
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LOG(LogWarning) << "Could not replace default game image, check path: " << path;
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}
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else {
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std::string oldDefaultGameTexture = mDefaultGameTexture;
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mDefaultGameTexture = path;
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// mEntries are already loaded at this point, so we need to
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// update them with the new game image texture.
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for (auto it = mEntries.begin(); it != mEntries.end(); it++) {
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if ((*it).data.texturePath == oldDefaultGameTexture)
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(*it).data.texturePath = mDefaultGameTexture;
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}
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}
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}
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if (elem->has("folderImage")) {
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std::string path = elem->get<std::string>("folderImage");
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if (!ResourceManager::getInstance()->fileExists(path)) {
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LOG(LogWarning) << "Could not replace default folder image, check path: " << path;
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}
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else {
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std::string oldDefaultFolderTexture = mDefaultFolderTexture;
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mDefaultFolderTexture = path;
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// mEntries are already loaded at this point, so we need to
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// update them with new folder image texture.
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for (auto it = mEntries.begin(); it != mEntries.end(); it++) {
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if ((*it).data.texturePath == oldDefaultFolderTexture)
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(*it).data.texturePath = mDefaultFolderTexture;
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}
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}
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}
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}
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// We still need to manually get the grid tile size here, so we can recalculate
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// the new grid dimension, and THEN (re)build the tiles.
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elem = theme->getElement(view, "default", "gridtile");
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mTileSize = elem && elem->has("size") ?
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elem->get<Vector2f>("size") * screen :
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GridTileComponent::getDefaultTileSize();
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// Apply size property which will trigger a call to onSizeChanged() which will build the tiles.
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GuiComponent::applyTheme(theme, view, element, ThemeFlags::SIZE);
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// Trigger the call manually if the theme have no "imagegrid" element.
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if (!elem)
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buildTiles();
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}
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template<typename T>
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void ImageGridComponent<T>::onSizeChanged()
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{
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buildTiles();
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updateTiles();
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}
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template<typename T>
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void ImageGridComponent<T>::onCursorChanged(const CursorState& state)
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{
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if (mLastCursor == mCursor) {
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if (state == CURSOR_STOPPED && mCursorChangedCallback)
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mCursorChangedCallback(state);
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return;
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}
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bool direction = mCursor >= mLastCursor;
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int diff = direction ? mCursor - mLastCursor : mLastCursor - mCursor;
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if (isScrollLoop() && diff == mEntries.size() - 1)
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direction = !direction;
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int oldStart = mStartPosition;
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int dimScrollable = (isVertical() ? mGridDimension.y() : mGridDimension.x()) - 2 * EXTRAITEMS;
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int dimOpposite = isVertical() ? mGridDimension.x() : mGridDimension.y();
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int centralCol = static_cast<int>((dimScrollable - 0.5) / 2);
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int maxCentralCol = dimScrollable / 2;
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int oldCol = (mLastCursor / dimOpposite);
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int col = (mCursor / dimOpposite);
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int lastCol = ((mEntries.size() - 1) / dimOpposite);
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int lastScroll = std::max(0, (lastCol + 1 - dimScrollable));
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float startPos = 0;
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float endPos = 1;
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if (((GuiComponent*)this)->isAnimationPlaying(2)) {
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startPos = 0;
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((GuiComponent*)this)->cancelAnimation(2);
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updateTiles(direction, false, false);
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}
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if (mAnimate) {
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std::shared_ptr<GridTileComponent> oldTile = nullptr;
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std::shared_ptr<GridTileComponent> newTile = nullptr;
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int oldIdx = mLastCursor - mStartPosition + (dimOpposite * EXTRAITEMS);
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if (oldIdx >= 0 && oldIdx < mTiles.size())
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oldTile = mTiles[oldIdx];
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int newIdx = mCursor - mStartPosition + (dimOpposite * EXTRAITEMS);
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if (isScrollLoop()) {
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if (newIdx < 0)
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newIdx += mEntries.size();
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else if (newIdx >= mTiles.size())
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newIdx -= mEntries.size();
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}
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if (newIdx >= 0 && newIdx < mTiles.size())
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newTile = mTiles[newIdx];
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for (auto it = mTiles.begin(); it != mTiles.end(); it++) {
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if ((*it)->isSelected() && *it != oldTile && *it != newTile) {
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startPos = 0;
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(*it)->setSelected(false, false, nullptr);
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}
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}
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Vector3f oldPos = Vector3f::Zero();
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if (oldTile != nullptr && oldTile != newTile) {
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oldPos = oldTile->getBackgroundPosition();
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oldTile->setSelected(false, true, nullptr, true);
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}
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if (newTile != nullptr)
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newTile->setSelected(true, true, oldPos == Vector3f::Zero() ? nullptr : &oldPos, true);
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}
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int firstVisibleCol = mStartPosition / dimOpposite;
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if ((col < centralCol || (col == 0 && col == centralCol)) && !mCenterSelection) {
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mStartPosition = 0;
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}
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else if ((col - centralCol) > lastScroll && !mCenterSelection && !isScrollLoop()) {
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mStartPosition = lastScroll * dimOpposite;
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}
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else if ((maxCentralCol != centralCol && col == firstVisibleCol + maxCentralCol) ||
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col == firstVisibleCol + centralCol) {
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if (col == firstVisibleCol + maxCentralCol)
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mStartPosition = (col - maxCentralCol) * dimOpposite;
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else
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mStartPosition = (col - centralCol) * dimOpposite;
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}
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else {
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if (oldCol == firstVisibleCol + maxCentralCol)
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mStartPosition = (col - maxCentralCol) * dimOpposite;
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else
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mStartPosition = (col - centralCol) * dimOpposite;
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}
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auto lastCursor = mLastCursor;
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mLastCursor = mCursor;
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mCameraDirection = direction ? -1.0f : 1.0f;
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mCamera = 0;
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if (lastCursor < 0 || !mAnimate) {
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updateTiles(direction, mAnimate && (lastCursor >= 0 || isScrollLoop()));
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if (mCursorChangedCallback)
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mCursorChangedCallback(state);
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return;
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}
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if (mCursorChangedCallback)
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mCursorChangedCallback(state);
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bool moveCamera = (oldStart != mStartPosition);
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auto func = [this, startPos, endPos, moveCamera](float t) {
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if (!moveCamera)
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return;
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t -= 1; // cubic ease out
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float pct = Math::lerp(0, 1, t*t*t + 1);
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t = startPos * (1.0f - pct) + endPos * pct;
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mCamera = t;
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};
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((GuiComponent*)this)->setAnimation(new LambdaAnimation(func, 250), 0, [this, direction] {
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mCamera = 0;
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updateTiles(direction, false);
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}, false, 2);
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}
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// Create and position tiles (mTiles).
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template<typename T>
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void ImageGridComponent<T>::buildTiles()
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{
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mStartPosition = 0;
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mTiles.clear();
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calcGridDimension();
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if (mCenterSelection) {
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int dimScrollable = (isVertical() ? mGridDimension.y() :
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mGridDimension.x()) - 2 * EXTRAITEMS;
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mStartPosition -= static_cast<int>(Math::floorf(dimScrollable / 2.0f));
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}
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|
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Vector2f tileDistance = mTileSize + mMargin;
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|
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if (mAutoLayout.x() != 0 && mAutoLayout.y() != 0) {
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|
auto x = (mSize.x() - (mMargin.x() * (mAutoLayout.x() - 1)) - mPadding.x() -
|
|
mPadding.z()) / static_cast<int>(mAutoLayout.x());
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|
auto y = (mSize.y() - (mMargin.y() * (mAutoLayout.y() - 1)) - mPadding.y() -
|
|
mPadding.w()) / static_cast<int>(mAutoLayout.y());
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|
|
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mTileSize = Vector2f(x, y);
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|
tileDistance = mTileSize + mMargin;
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|
}
|
|
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|
bool vert = isVertical();
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|
Vector2f startPosition = mTileSize / 2;
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|
startPosition += mPadding.v2();
|
|
|
|
int X;
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|
int Y;
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|
|
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// Layout tile size and position.
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|
for (int y = 0; y < (vert ? mGridDimension.y() : mGridDimension.x()); y++) {
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|
for (int x = 0; x < (vert ? mGridDimension.x() : mGridDimension.y()); x++) {
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|
// Create tiles.
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|
auto tile = std::make_shared<GridTileComponent>(mWindow);
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|
|
|
// In Vertical mod, tiles are ordered from left to right, then from top to bottom.
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|
// In Horizontal mod, tiles are ordered from top to bottom, then from left to right.
|
|
X = vert ? x : y - EXTRAITEMS;
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|
Y = vert ? y - EXTRAITEMS : x;
|
|
|
|
tile->setPosition(X * tileDistance.x() + startPosition.x(), Y *
|
|
tileDistance.y() + startPosition.y());
|
|
tile->setOrigin(0.5f, 0.5f);
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|
tile->setImage("");
|
|
|
|
if (mTheme)
|
|
tile->applyTheme(mTheme, "grid", "gridtile", ThemeFlags::ALL);
|
|
|
|
if (mAutoLayout.x() != 0 && mAutoLayout.y() != 0)
|
|
tile->forceSize(mTileSize, mAutoLayoutZoom);
|
|
|
|
mTiles.push_back(tile);
|
|
}
|
|
}
|
|
}
|
|
|
|
template<typename T>
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|
void ImageGridComponent<T>::updateTiles(bool ascending, bool allowAnimation,
|
|
bool updateSelectedState)
|
|
{
|
|
if (!mTiles.size())
|
|
return;
|
|
|
|
// Stop updating the tiles at highest scroll speed.
|
|
if (mScrollTier == 3) {
|
|
for (int ti = 0; ti < static_cast<int>(mTiles.size()); ti++) {
|
|
std::shared_ptr<GridTileComponent> tile = mTiles.at(ti);
|
|
|
|
tile->setSelected(false);
|
|
tile->setImage(mDefaultGameTexture);
|
|
tile->setVisible(false);
|
|
}
|
|
return;
|
|
}
|
|
|
|
// Temporary store previous texture so they can't be unloaded.
|
|
std::vector<std::shared_ptr<TextureResource>> previousTextures;
|
|
for (int ti = 0; ti < static_cast<int>(mTiles.size()); ti++) {
|
|
std::shared_ptr<GridTileComponent> tile = mTiles.at(ti);
|
|
previousTextures.push_back(tile->getTexture());
|
|
}
|
|
|
|
// If going down, update from top to bottom.
|
|
// If going up, update from bottom to top.
|
|
int scrollDirection = ascending ? 1 : -1;
|
|
int ti = ascending ? 0 : static_cast<int>(mTiles.size()) - 1;
|
|
int end = ascending ? static_cast<int>(mTiles.size()) : -1;
|
|
int img = mStartPosition + ti;
|
|
|
|
img -= EXTRAITEMS * (isVertical() ? mGridDimension.x() : mGridDimension.y());
|
|
|
|
// Update the tiles.
|
|
while (ti != end) {
|
|
updateTileAtPos(ti, img, allowAnimation, updateSelectedState);
|
|
|
|
ti += scrollDirection;
|
|
img += scrollDirection;
|
|
}
|
|
|
|
if (updateSelectedState)
|
|
mLastCursor = mCursor;
|
|
|
|
mLastCursor = mCursor;
|
|
}
|
|
|
|
template<typename T>
|
|
void ImageGridComponent<T>::updateTileAtPos(int tilePos, int imgPos,
|
|
bool allowAnimation, bool updateSelectedState)
|
|
{
|
|
std::shared_ptr<GridTileComponent> tile = mTiles.at(tilePos);
|
|
|
|
if (isScrollLoop()) {
|
|
if (imgPos < 0)
|
|
imgPos += mEntries.size();
|
|
else if (imgPos >= size())
|
|
imgPos -= mEntries.size();
|
|
}
|
|
|
|
// If we have more tiles than we have to display images on screen, hide them.
|
|
// Same for tiles out of the buffer.
|
|
if (imgPos < 0 || imgPos >= size() || tilePos < 0 ||
|
|
tilePos >= static_cast<int>(mTiles.size())) {
|
|
if (updateSelectedState)
|
|
tile->setSelected(false, allowAnimation);
|
|
tile->reset();
|
|
tile->setVisible(false);
|
|
}
|
|
else {
|
|
tile->setVisible(true);
|
|
|
|
std::string imagePath = mEntries.at(imgPos).data.texturePath;
|
|
|
|
if (ResourceManager::getInstance()->fileExists(imagePath))
|
|
tile->setImage(imagePath);
|
|
else if (mEntries.at(imgPos).object->getType() == 2)
|
|
tile->setImage(mDefaultFolderTexture);
|
|
else
|
|
tile->setImage(mDefaultGameTexture);
|
|
|
|
if (updateSelectedState) {
|
|
if (imgPos == mCursor && mCursor != mLastCursor) {
|
|
int dif = mCursor - tilePos;
|
|
int idx = mLastCursor - dif;
|
|
|
|
if (idx < 0 || idx >= mTiles.size())
|
|
idx = 0;
|
|
|
|
Vector3f pos = mTiles.at(idx)->getBackgroundPosition();
|
|
tile->setSelected(true, allowAnimation, &pos);
|
|
}
|
|
else {
|
|
tile->setSelected(imgPos == mCursor, allowAnimation);
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
// Calculate how much tiles of size mTileSize we can fit in a grid of size mSize using
|
|
// a margin of size mMargin.
|
|
template<typename T>
|
|
void ImageGridComponent<T>::calcGridDimension()
|
|
{
|
|
// grid_size = columns * tile_size + (columns - 1) * margin
|
|
// <=> columns = (grid_size + margin) / (tile_size + margin)
|
|
Vector2f gridDimension = (mSize + mMargin) / (mTileSize + mMargin);
|
|
|
|
if (mAutoLayout.x() != 0 && mAutoLayout.y() != 0)
|
|
gridDimension = mAutoLayout;
|
|
|
|
mLastRowPartial = Math::floorf(gridDimension.y()) != gridDimension.y();
|
|
|
|
// Ceil y dim so we can display partial last row.
|
|
mGridDimension = Vector2i(gridDimension.x(), Math::ceilf(gridDimension.y()));
|
|
|
|
// Grid dimension validation.
|
|
if (mGridDimension.x() < 1) {
|
|
LOG(LogError) << "Theme defined grid X dimension below 1";
|
|
}
|
|
if (mGridDimension.y() < 1) {
|
|
LOG(LogError) << "Theme defined grid Y dimension below 1";
|
|
}
|
|
|
|
// Add extra tiles to both sides: Add EXTRAITEMS before, EXTRAITEMS after.
|
|
if (isVertical())
|
|
mGridDimension.y() += 2 * EXTRAITEMS;
|
|
else
|
|
mGridDimension.x() += 2 * EXTRAITEMS;
|
|
}
|
|
|
|
template<typename T>
|
|
bool ImageGridComponent<T>::isScrollLoop() {
|
|
if (!mScrollLoop)
|
|
return false;
|
|
if (isVertical())
|
|
return (mGridDimension.x() * (mGridDimension.y() - 2 * EXTRAITEMS)) <= mEntries.size();
|
|
return (mGridDimension.y() * (mGridDimension.x() - 2 * EXTRAITEMS)) <= mEntries.size();
|
|
};
|
|
|
|
#endif // ES_CORE_COMPONENTS_IMAGE_GRID_COMPONENT_H
|