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369 lines
10 KiB
C++
369 lines
10 KiB
C++
// SPDX-License-Identifier: MIT
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//
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// EmulationStation Desktop Edition
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// IList.h
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//
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// List base class, used by both the gamelist views and the menu.
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//
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#ifndef ES_CORE_COMPONENTS_ILIST_H
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#define ES_CORE_COMPONENTS_ILIST_H
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#include "Window.h"
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#include "components/ImageComponent.h"
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#include "utils/StringUtil.h"
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enum CursorState {
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CURSOR_STOPPED, // Replace with AllowShortEnumsOnASingleLine: false (clang-format >=11.0).
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CURSOR_SCROLLING
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};
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enum ListLoopType {
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LIST_ALWAYS_LOOP, // Replace with AllowShortEnumsOnASingleLine: false (clang-format >=11.0).
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LIST_PAUSE_AT_END,
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LIST_NEVER_LOOP
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};
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struct ScrollTier {
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int length; // How long we stay on this tier before going to the next.
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int scrollDelay; // How long between scrolls.
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};
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struct ScrollTierList {
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const int count;
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const ScrollTier* tiers;
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};
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// Default scroll tiers.
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// clang-format off
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const ScrollTier QUICK_SCROLL_TIERS[] = {
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{500, 500},
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{1200, 114},
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{0, 16}
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};
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const ScrollTierList LIST_SCROLL_STYLE_QUICK = {
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3,
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QUICK_SCROLL_TIERS
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};
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const ScrollTier SLOW_SCROLL_TIERS[] = {
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{500, 500},
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{0, 200}
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};
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const ScrollTierList LIST_SCROLL_STYLE_SLOW = {
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2,
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SLOW_SCROLL_TIERS
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};
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// clang-format on
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template <typename EntryData, typename UserData> class IList : public GuiComponent
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{
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public:
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struct Entry {
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std::string name;
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UserData object;
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EntryData data;
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};
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protected:
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int mCursor;
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int mScrollTier;
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int mScrollVelocity;
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int mScrollTierAccumulator;
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int mScrollCursorAccumulator;
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unsigned char mTitleOverlayOpacity;
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unsigned int mTitleOverlayColor;
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const ScrollTierList& mTierList;
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const ListLoopType mLoopType;
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std::vector<Entry> mEntries;
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Window* mWindow;
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public:
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IList(Window* window,
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const ScrollTierList& tierList = LIST_SCROLL_STYLE_QUICK,
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const ListLoopType& loopType = LIST_PAUSE_AT_END)
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: GuiComponent(window)
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, mTierList(tierList)
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, mLoopType(loopType)
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, mWindow(window)
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{
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mCursor = 0;
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mScrollTier = 0;
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mScrollVelocity = 0;
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mScrollTierAccumulator = 0;
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mScrollCursorAccumulator = 0;
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mTitleOverlayOpacity = 0x00;
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mTitleOverlayColor = 0xFFFFFF00;
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}
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bool isScrolling() const { return (mScrollVelocity != 0 && mScrollTier > 0); }
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int getScrollingVelocity() { return mScrollVelocity; }
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void stopScrolling()
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{
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mTitleOverlayOpacity = 0;
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listInput(0);
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if (mScrollVelocity == 0)
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onCursorChanged(CURSOR_STOPPED);
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}
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void clear()
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{
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mEntries.clear();
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mCursor = 0;
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listInput(0);
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onCursorChanged(CURSOR_STOPPED);
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}
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const std::string& getSelectedName()
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{
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assert(size() > 0);
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return mEntries.at(mCursor).name;
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}
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const UserData& getSelected() const
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{
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assert(size() > 0);
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return mEntries.at(mCursor).object;
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}
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const UserData& getNext() const
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{
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// If there is a next entry, then return it, otherwise return the current entry.
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if (mCursor + 1 < static_cast<int>(mEntries.size()))
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return mEntries.at(mCursor + 1).object;
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else
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return mEntries.at(mCursor).object;
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}
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const UserData& getPrevious() const
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{
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// If there is a previous entry, then return it, otherwise return the current entry.
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if (mCursor != 0)
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return mEntries.at(mCursor - 1).object;
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else
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return mEntries.at(mCursor).object;
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}
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const UserData& getFirst() const
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{
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assert(size() > 0);
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return mEntries.front().object;
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}
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const UserData& getLast() const
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{
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assert(size() > 0);
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return mEntries.back().object;
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}
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void setCursor(typename std::vector<Entry>::const_iterator& it)
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{
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assert(it != mEntries.cend());
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mCursor = it - mEntries.cbegin();
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onCursorChanged(CURSOR_STOPPED);
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}
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// Returns true if successful (select is in our list), false if not.
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bool setCursor(const UserData& obj)
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{
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for (auto it = mEntries.cbegin(); it != mEntries.cend(); it++) {
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if ((*it).object == obj) {
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mCursor = static_cast<int>(it - mEntries.cbegin());
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onCursorChanged(CURSOR_STOPPED);
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return true;
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}
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}
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return false;
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}
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// Entry management.
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void add(const Entry& e) { mEntries.push_back(e); }
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bool remove(const UserData& obj)
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{
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for (auto it = mEntries.cbegin(); it != mEntries.cend(); it++) {
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if ((*it).object == obj) {
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remove(it);
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return true;
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}
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}
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return false;
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}
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int size() const { return static_cast<int>(mEntries.size()); }
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protected:
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void remove(typename std::vector<Entry>::const_iterator& it)
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{
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if (mCursor > 0 && it - mEntries.cbegin() <= mCursor) {
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mCursor--;
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onCursorChanged(CURSOR_STOPPED);
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}
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mEntries.erase(it);
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}
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bool listFirstRow()
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{
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mCursor = 0;
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onCursorChanged(CURSOR_STOPPED);
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onScroll();
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return true;
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}
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bool listLastRow()
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{
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mCursor = static_cast<int>(mEntries.size()) - 1;
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onCursorChanged(CURSOR_STOPPED);
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onScroll();
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return true;
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}
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bool listInput(int velocity) // A velocity of 0 = stop scrolling.
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{
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mScrollVelocity = velocity;
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mScrollTier = 0;
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mScrollTierAccumulator = 0;
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mScrollCursorAccumulator = 0;
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int prevCursor = mCursor;
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scroll(mScrollVelocity);
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return (prevCursor != mCursor);
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}
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void listUpdate(int deltaTime)
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{
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// Update the title overlay opacity.
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// Fade in if scroll tier is >= 1, otherwise fade out.
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const int dir = (mScrollTier >= mTierList.count - 1) ? 1 : -1;
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// We simply translate the time directly to opacity, i.e. no scaling is performed.
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int op = mTitleOverlayOpacity + deltaTime * dir;
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if (op >= 255)
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mTitleOverlayOpacity = 255;
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else if (op <= 0)
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mTitleOverlayOpacity = 0;
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else
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mTitleOverlayOpacity = static_cast<unsigned char>(op);
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if (mScrollVelocity == 0 || size() < 2)
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return;
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mScrollCursorAccumulator += deltaTime;
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mScrollTierAccumulator += deltaTime;
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// We delay scrolling until after scroll tier has updated so isScrolling() returns
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// accurately during onCursorChanged callbacks. We don't just do scroll tier first
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// because it would not catch the scrollDelay == tier length case.
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int scrollCount = 0;
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while (mScrollCursorAccumulator >= mTierList.tiers[mScrollTier].scrollDelay) {
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mScrollCursorAccumulator -= mTierList.tiers[mScrollTier].scrollDelay;
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scrollCount++;
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}
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// Should we go to the next scrolling tier?
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while (mScrollTier < mTierList.count - 1 &&
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mScrollTierAccumulator >= mTierList.tiers[mScrollTier].length) {
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mScrollTierAccumulator -= mTierList.tiers[mScrollTier].length;
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mScrollTier++;
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}
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// Actually perform the scrolling.
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for (int i = 0; i < scrollCount; i++)
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scroll(mScrollVelocity);
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}
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void listRenderTitleOverlay(const glm::mat4& /*trans*/)
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{
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if (!Settings::getInstance()->getBool("ListScrollOverlay"))
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return;
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if (size() == 0 || mTitleOverlayOpacity == 0) {
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mWindow->renderListScrollOverlay(0, "");
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return;
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}
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std::string titleIndex;
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bool favoritesSorting;
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if (getSelected()->getSystem()->isCustomCollection())
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favoritesSorting = Settings::getInstance()->getBool("FavFirstCustom");
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else
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favoritesSorting = Settings::getInstance()->getBool("FavoritesFirst");
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if (favoritesSorting && getSelected()->getFavorite()) {
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#if defined(_MSC_VER) // MSVC compiler.
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titleIndex = Utils::String::wideStringToString(L"\uF005");
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#else
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titleIndex = "\uF005";
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#endif
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}
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else {
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titleIndex = getSelected()->getName();
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if (titleIndex.size()) {
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titleIndex[0] = toupper(titleIndex[0]);
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if (titleIndex.size() > 1) {
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titleIndex = titleIndex.substr(0, 2);
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titleIndex[1] = tolower(titleIndex[1]);
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}
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}
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}
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// The actual rendering takes place in Window to make sure that the overlay is placed on
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// top of all GUI elements but below the info popups and GPU statistics overlay.
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mWindow->renderListScrollOverlay(mTitleOverlayOpacity, titleIndex);
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}
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void scroll(int amt)
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{
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if (mScrollVelocity == 0 || size() < 2)
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return;
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int cursor = mCursor + amt;
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int absAmt = amt < 0 ? -amt : amt;
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// Stop at the end if we've been holding down the button for a long time or
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// we're scrolling faster than one item at a time (e.g. page up/down).
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// Otherwise, loop around.
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if ((mLoopType == LIST_PAUSE_AT_END && (mScrollTier > 0 || absAmt > 1)) ||
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mLoopType == LIST_NEVER_LOOP) {
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if (cursor < 0) {
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cursor = 0;
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mScrollVelocity = 0;
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mScrollTier = 0;
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}
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else if (cursor >= size()) {
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cursor = size() - 1;
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mScrollVelocity = 0;
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mScrollTier = 0;
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}
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}
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else {
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while (cursor < 0)
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cursor += size();
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while (cursor >= size())
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cursor -= size();
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}
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if (cursor != mCursor)
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onScroll();
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mCursor = cursor;
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onCursorChanged((mScrollTier > 0) ? CURSOR_SCROLLING : CURSOR_STOPPED);
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}
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virtual void onCursorChanged(const CursorState& /*state*/) {}
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virtual void onScroll() {}
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};
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#endif // ES_CORE_COMPONENTS_ILIST_H
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