ES-DE/es-core/src/GuiComponent.h

430 lines
16 KiB
C++

// SPDX-License-Identifier: MIT
//
// ES-DE
// GuiComponent.h
//
// Basic GUI component handling such as placement, rotation, Z-order, rendering and animation.
//
#ifndef ES_CORE_GUI_COMPONENT_H
#define ES_CORE_GUI_COMPONENT_H
#include "HelpPrompt.h"
#include "HelpStyle.h"
#include "InputConfig.h"
#include "animations/AnimationController.h"
#include <functional>
#include <memory>
#define DISABLED_OPACITY 0.314f
class Animation;
class AnimationController;
class Font;
class InputConfig;
class ThemeData;
class Window;
enum class ViewTransition {
SYSTEM_TO_SYSTEM,
SYSTEM_TO_GAMELIST,
GAMELIST_TO_GAMELIST,
GAMELIST_TO_SYSTEM,
STARTUP_TO_SYSTEM,
STARTUP_TO_GAMELIST
};
enum ViewTransitionAnimation {
INSTANT,
SLIDE,
FADE
};
enum Alignment {
ALIGN_LEFT,
ALIGN_CENTER, // Used for both horizontal and vertical alignments.
ALIGN_RIGHT,
ALIGN_TOP,
ALIGN_BOTTOM
};
enum class LetterCase {
UPPERCASE,
LOWERCASE,
CAPITALIZE,
NONE,
UNDEFINED
};
enum class Stationary {
NEVER,
ALWAYS,
WITHIN_VIEW,
BETWEEN_VIEWS
};
class GuiComponent
{
public:
GuiComponent();
virtual ~GuiComponent();
virtual void textInput(const std::string& text, const bool pasting = false);
// Called when input is received.
// Return true if the input is consumed, false if it should continue to be passed
// to other children.
virtual bool input(InputConfig* config, Input input);
// Called when time passes.
// Default implementation calls updateSelf(deltaTime) and updateChildren(deltaTime).
// So you should probably call GuiComponent::update(deltaTime) at some point (or at
// least updateSelf so animations work).
virtual void update(int deltaTime);
// Called when it's time to render.
// By default, just calls renderChildren(parentTrans * getTransform())
// Normally the following steps are required:
// 1. Calculate the new transform that your component will draw at
// glm::mat4 trans{parentTrans * getTransform()};
// 2. Set the renderer to use that new transform as the model matrix
// Renderer::setMatrix(trans);
// 3. Draw your component
// 4. Tell your children to render, based on your component's transform
// renderChildren(trans);
virtual void render(const glm::mat4& parentTrans);
glm::vec3 getPosition() const { return mPosition; }
void setPosition(const glm::vec3& offset) { setPosition(offset.x, offset.y, offset.z); }
void setPosition(float x, float y, float z = 0.0f);
virtual void onPositionChanged() {}
glm::vec2 getOrigin() const { return mOrigin; }
// Sets the origin as a percentage of this image.
// (e.g. (0, 0) is top left, (0.5, 0.5) is the center.)
void setOrigin(float originX, float originY);
void setOrigin(glm::vec2 origin) { setOrigin(origin.x, origin.y); }
virtual void onOriginChanged() {}
glm::vec2 getRotationOrigin() const { return mRotationOrigin; }
// Sets the rotation origin as a percentage of this image.
// (e.g. (0, 0) is top left, (0.5, 0.5) is the center.)
void setRotationOrigin(float originX, float originY)
{
mRotationOrigin = glm::vec2 {originX, originY};
}
void setRotationOrigin(glm::vec2 origin) { setRotationOrigin(origin.x, origin.y); }
const Stationary getStationary() const { return mStationary; }
const bool getRenderDuringTransitions() const { return mRenderDuringTransitions; }
virtual glm::vec2 getSize() const { return mSize; }
void setSize(const glm::vec2& size) { setSize(size.x, size.y); }
void setSize(const float w, const float h);
virtual void setResize(const float width, const float height) {}
virtual void setResize(const glm::vec2& size, bool rasterize = true) {}
virtual void onSizeChanged() {}
virtual glm::vec2 getRotationSize() const { return getSize(); }
const float getRotation() const { return mRotation; }
void setRotation(float rotation) { mRotation = rotation; }
void setRotationDegrees(float rotation)
{
setRotation(static_cast<float>(glm::radians(rotation)));
}
const float getScale() const { return mScale; }
void setScale(float scale) { mScale = scale; }
const float getZIndex() const { return mZIndex; }
void setZIndex(float zIndex) { mZIndex = zIndex; }
const float getDefaultZIndex() const { return mDefaultZIndex; }
void setDefaultZIndex(float zIndex) { mDefaultZIndex = zIndex; }
const bool isVisible() const { return mVisible; }
void setVisible(bool visible) { mVisible = visible; }
// clang-format off
enum ComponentThemeFlags : unsigned int {
SCROLL_HIDE = 0x00000001,
SCROLL_FADE_IN = 0x00000002,
METADATA_ELEMENT = 0x00000004
};
// clang-format on
const bool getScrollHide() { return mComponentThemeFlags & ComponentThemeFlags::SCROLL_HIDE; }
void setScrollHide(bool state)
{
if (state)
mComponentThemeFlags |= ComponentThemeFlags::SCROLL_HIDE;
else
mComponentThemeFlags ^= ComponentThemeFlags::SCROLL_HIDE;
}
const bool getScrollFadeIn()
{
return mComponentThemeFlags & ComponentThemeFlags::SCROLL_FADE_IN;
}
void setScrollFadeIn(bool state)
{
if (state)
mComponentThemeFlags |= ComponentThemeFlags::SCROLL_FADE_IN;
else
mComponentThemeFlags ^= ComponentThemeFlags::SCROLL_FADE_IN;
}
const bool getMetadataElement()
{
return mComponentThemeFlags & ComponentThemeFlags::METADATA_ELEMENT;
}
void setMetadataElement(bool state)
{
if (state)
mComponentThemeFlags |= ComponentThemeFlags::METADATA_ELEMENT;
else
mComponentThemeFlags ^= ComponentThemeFlags::METADATA_ELEMENT;
}
virtual int getTextCacheGlyphHeight() { return 0; }
// Returns the center point of the image (takes origin into account).
const glm::vec2 getCenter() const;
void setParent(GuiComponent* parent) { mParent = parent; }
GuiComponent* getParent() const { return mParent; }
void addChild(GuiComponent* cmp);
void removeChild(GuiComponent* cmp);
void clearChildren() { mChildren.clear(); }
void sortChildren();
const unsigned int getChildCount() const { return static_cast<int>(mChildren.size()); }
const int getChildIndex() const;
GuiComponent* getChild(unsigned int i) const
{
assert(mChildren.size() >= i);
return mChildren.at(i);
}
// Animation will be automatically deleted when it completes or is stopped.
const bool isAnimationPlaying(unsigned char slot) const
{
return mAnimationMap[slot] != nullptr;
}
const bool isAnimationReversed(unsigned char slot) const
{
assert(mAnimationMap[slot] != nullptr);
return mAnimationMap[slot]->isReversed();
}
const int getAnimationTime(unsigned char slot) const
{
assert(mAnimationMap[slot] != nullptr);
return mAnimationMap[slot]->getTime();
}
void setAnimation(Animation* animation,
int delay = 0,
std::function<void()> finishedCallback = nullptr,
bool reverse = false,
unsigned char slot = 0);
const bool stopAnimation(unsigned char slot);
// Like stopAnimation, but doesn't call finishedCallback - only removes the animation, leaving
// things in their current state. Returns true if successful (an animation was in this slot).
const bool cancelAnimation(unsigned char slot);
// Calls update(1.f) and finishedCallback, then deletes the animation - basically skips
// to the end. Returns true if successful (an animation was in this slot).
const bool finishAnimation(unsigned char slot);
// Returns true if successful (an animation was in this slot).
const bool advanceAnimation(unsigned char slot, unsigned int time);
void stopAllAnimations();
void cancelAllAnimations();
virtual void stopGamelistFadeAnimations() {}
virtual bool isListScrolling() { return false; }
virtual void stopListScrolling() {}
virtual const float getBrightness() const { return mBrightness; }
virtual const float getOpacity() const { return mOpacity; }
virtual const float getColorOpacity() const { return 1.0f; }
virtual void setBrightness(float brightness);
virtual void setOpacity(float opacity);
virtual float getSaturation() const { return static_cast<float>(mColor); }
virtual void setSaturation(float saturation) { mSaturation = saturation; }
virtual const float getDimming() const { return mDimming; }
virtual void setDimming(float dimming);
virtual unsigned int getColor() const { return mColor; }
virtual unsigned int getColorShift() const { return mColorShift; }
virtual float getLineSpacing() { return 0.0f; }
virtual void setColor(unsigned int color) { mColor = color; }
virtual void setBackgroundColor(unsigned int color) {};
virtual void setColorShift(unsigned int color)
{
mColorShift = color;
mColorShiftEnd = color;
}
virtual void setColorShiftEnd(unsigned int color) { mColorShiftEnd = color; }
virtual void setOriginalColor(unsigned int color) { mColorOriginalValue = color; }
virtual void setChangedColor(unsigned int color) { mColorChangedValue = color; }
virtual void setColorGradientHorizontal(bool horizontal) {}
virtual void setReflectionsFalloff(float falloff) {}
virtual void setFlipX(bool flip) {}
virtual void setFlipY(bool flip) {}
virtual void setImage(const std::string& path, bool tile = false) {}
// These functions are used to enable and disable options in menus, i.e. switches and similar.
virtual bool getEnabled() { return mEnabled; }
virtual void setEnabled(bool state) { mEnabled = state; }
const std::string& getThemeSystemdata() { return mThemeSystemdata; }
void setThemeSystemdata(const std::string& text) { mThemeSystemdata = text; }
const std::string& getThemeMetadata() { return mThemeMetadata; }
void setThemeMetadata(const std::string& text) { mThemeMetadata = text; }
const std::vector<std::string>& getThemeImageTypes() { return mThemeImageTypes; }
const std::string& getThemeGameSelector() const { return mThemeGameSelector; }
const unsigned int getThemeGameSelectorEntry() const { return mThemeGameSelectorEntry; }
virtual const std::string getDefaultImage() const { return ""; }
virtual void setGameOverrideImage(const std::string& basename, const std::string& system) {}
const float getThemeOpacity() const { return mThemeOpacity; }
virtual std::shared_ptr<Font> getFont() const { return nullptr; }
const glm::mat4& getTransform();
virtual std::string getValue() const { return ""; }
virtual void setValue(const std::string& value) {}
virtual std::string getHiddenValue() const { return ""; }
virtual void setHiddenValue(const std::string& value) {}
// Used to set the parameters for ScrollableContainer.
virtual void setScrollParameters(float, float, float) {}
virtual const bool isScrollable() const { return false; }
virtual void onFocusGained() {}
virtual void onFocusLost() {}
virtual void onShow();
virtual void onHide();
virtual void onTransition() {}
// System view and gamelist view video controls.
virtual void startViewVideos() {}
virtual void stopViewVideos() {}
virtual void pauseViewVideos() {}
virtual void muteViewVideos() {}
// Needed on Android to reset the static image delay timer on activity resume.
virtual void resetViewVideosTimer() {}
// Used to reset various components like text scrolling, animations etc.
virtual void resetComponent() {}
// Used by TextComponent.
virtual void setHorizontalScrolling(bool state) {}
// Default implementation just handles <pos> and <size> tags as normalized float pairs.
// You probably want to keep this behavior for any derived classes as well as add your own.
virtual void applyTheme(const std::shared_ptr<ThemeData>& theme,
const std::string& view,
const std::string& element,
unsigned int properties);
// Returns a list of help prompts.
virtual std::vector<HelpPrompt> getHelpPrompts() { return std::vector<HelpPrompt>(); }
// Called whenever help prompts change.
void updateHelpPrompts();
virtual HelpStyle getHelpStyle() { return HelpStyle(); }
// Returns true if the component is busy doing background processing (e.g. HTTP downloads).
const bool isProcessing() const { return mIsProcessing; }
const static unsigned char MAX_ANIMATIONS = 4;
protected:
void updateSelf(int deltaTime); // Updates animations.
void updateChildren(int deltaTime); // Updates animations.
void renderChildren(const glm::mat4& transform) const;
Window* mWindow;
GuiComponent* mParent;
std::vector<GuiComponent*> mChildren;
std::vector<std::string> mThemeImageTypes;
std::string mThemeSystemdata;
std::string mThemeMetadata;
std::string mThemeGameSelector;
unsigned int mThemeGameSelectorEntry;
unsigned int mColor;
unsigned int mColorShift;
unsigned int mColorShiftEnd;
unsigned int mColorOriginalValue;
unsigned int mColorChangedValue;
unsigned int mComponentThemeFlags;
// Default values are for the "light" color scheme.
static inline unsigned int mMenuColorFrame {0xEFEFEFFF};
static inline unsigned int mMenuColorFrameLaunchScreen {0xDFDFDFFF};
static inline unsigned int mMenuColorFrameBusyComponent {0xFFFFFFFF};
static inline unsigned int mMenuColorPanelDimmed {0x00000009};
static inline unsigned int mMenuColorTitle {0x555555FF};
static inline unsigned int mMenuColorPrimary {0x777777FF};
static inline unsigned int mMenuColorSecondary {0x888888FF};
static inline unsigned int mMenuColorTertiary {0x666666FF};
static inline unsigned int mMenuColorRed {0x992222FF};
static inline unsigned int mMenuColorGreen {0x449944FF};
static inline unsigned int mMenuColorBlue {0x222299FF};
static inline unsigned int mMenuColorSelector {0xFFFFFFFF};
static inline unsigned int mMenuColorSeparators {0xC6C7C6FF};
static inline unsigned int mMenuColorBusyComponent {0xB8B8B8FF};
static inline unsigned int mMenuColorScrollIndicators {0x888888FF};
static inline unsigned int mMenuColorPopupText {0x444444FF};
static inline unsigned int mMenuColorButtonFocused {0x777777FF};
static inline unsigned int mMenuColorButtonTextFocused {0xFFFFFFFF};
static inline unsigned int mMenuColorButtonTextUnfocused {0x777777FF};
static inline unsigned int mMenuColorButtonFlatFocused {0x878787FF};
static inline unsigned int mMenuColorButtonFlatUnfocused {0xDADADAFF};
static inline unsigned int mMenuColorKeyboardModifier {0xF26767FF};
static inline unsigned int mMenuColorKeyboardCursorFocused {0x777777FF};
static inline unsigned int mMenuColorKeyboardCursorUnfocused {0xC7C7C7FF};
static inline unsigned int mMenuColorKeyboardText {0x77777700};
static inline unsigned int mMenuColorTextInputFrameFocused {0x777777FF};
static inline unsigned int mMenuColorTextInputFrameUnfocused {0xFFFFFFFF};
static inline unsigned int mMenuColorSliderKnobDisabled {0xC9C9C9FF};
static inline unsigned int mMenuColorDateTimeEditMarker {0x00000022};
static inline unsigned int mMenuColorDetectDeviceHeld {0x44444400};
glm::vec3 mPosition;
glm::vec2 mOrigin;
glm::vec2 mRotationOrigin;
glm::vec2 mSize;
Stationary mStationary;
bool mRenderDuringTransitions;
float mBrightness;
float mOpacity;
float mSaturation;
float mDimming;
float mThemeOpacity;
float mThemeSaturation;
float mRotation;
float mScale;
float mDefaultZIndex;
float mZIndex;
bool mIsProcessing;
bool mVisible;
bool mEnabled;
private:
// Don't access this directly, instead use getTransform().
glm::mat4 mTransform;
AnimationController* mAnimationMap[MAX_ANIMATIONS];
};
#endif // ES_CORE_GUI_COMPONENT_H