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367 lines
10 KiB
C++
367 lines
10 KiB
C++
//
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// ComponentList.cpp
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//
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// Used to lay out and navigate lists in GUI menus.
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//
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#include "components/ComponentList.h"
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#define TOTAL_HORIZONTAL_PADDING_PX 20
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ComponentList::ComponentList(Window* window) : IList<ComponentListRow,
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void*>(window, LIST_SCROLL_STYLE_SLOW, LIST_NEVER_LOOP)
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{
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mSelectorBarOffset = 0;
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mCameraOffset = 0;
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mFocused = false;
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}
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void ComponentList::addRow(const ComponentListRow& row, bool setCursorHere)
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{
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IList<ComponentListRow, void*>::Entry e;
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e.name = "";
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e.object = NULL;
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e.data = row;
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this->add(e);
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for (auto it = mEntries.back().data.elements.cbegin();
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it != mEntries.back().data.elements.cend(); it++)
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addChild(it->component.get());
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updateElementSize(mEntries.back().data);
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updateElementPosition(mEntries.back().data);
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if (setCursorHere) {
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mCursor = (int)mEntries.size() - 1;
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onCursorChanged(CURSOR_STOPPED);
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}
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}
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void ComponentList::onSizeChanged()
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{
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for (auto it = mEntries.cbegin(); it != mEntries.cend(); it++) {
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updateElementSize(it->data);
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updateElementPosition(it->data);
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}
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updateCameraOffset();
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}
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void ComponentList::onFocusLost()
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{
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mFocused = false;
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}
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void ComponentList::onFocusGained()
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{
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mFocused = true;
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}
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bool ComponentList::input(InputConfig* config, Input input)
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{
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if (size() == 0)
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return false;
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// Give it to the current row's input handler.
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if (mEntries.at(mCursor).data.input_handler) {
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if (mEntries.at(mCursor).data.input_handler(config, input))
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return true;
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}
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else {
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// No input handler assigned, do the default, which is to give it
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// to the rightmost element in the row.
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auto& row = mEntries.at(mCursor).data;
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if (row.elements.size()) {
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if (row.elements.back().component->input(config, input))
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return true;
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}
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}
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// Input handler didn't consume the input - try to scroll.
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if (config->isMappedLike("up", input)) {
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return listInput(input.value != 0 ? -1 : 0);
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}
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else if (config->isMappedLike("down", input)) {
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return listInput(input.value != 0 ? 1 : 0);
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}
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else if (config->isMappedLike("leftshoulder", input)) {
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return listInput(input.value != 0 ? -6 : 0);
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}
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else if (config->isMappedLike("rightshoulder", input)) {
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return listInput(input.value != 0 ? 6 : 0);
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}
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else if (config->isMappedLike("lefttrigger", input)) {
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mSelectorBarOffset = 0;
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return listFirstRow();
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}
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else if (config->isMappedLike("righttrigger", input)) {
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mSelectorBarOffset = mEntries.size() - 1;
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return listLastRow();
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}
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return false;
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}
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void ComponentList::update(int deltaTime)
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{
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listUpdate(deltaTime);
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if (size()) {
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// Update our currently selected row.
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for (auto it = mEntries.at(mCursor).data.elements.cbegin();
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it != mEntries.at(mCursor).data.elements.cend(); it++)
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it->component->update(deltaTime);
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}
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}
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void ComponentList::onCursorChanged(const CursorState& state)
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{
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// Update the selector bar position.
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// In the future this might be animated.
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mSelectorBarOffset = 0;
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for (int i = 0; i < mCursor; i++)
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mSelectorBarOffset += getRowHeight(mEntries.at(i).data);
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updateCameraOffset();
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// This is terribly inefficient but we don't know what we came from so...
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if (size()) {
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for (auto it = mEntries.cbegin(); it != mEntries.cend(); it++)
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it->data.elements.back().component->onFocusLost();
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mEntries.at(mCursor).data.elements.back().component->onFocusGained();
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}
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if (mCursorChangedCallback)
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mCursorChangedCallback(state);
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updateHelpPrompts();
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}
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void ComponentList::updateCameraOffset()
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{
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// Move the camera to scroll.
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const float totalHeight = getTotalRowHeight();
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if (totalHeight > mSize.y()) {
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float target = mSelectorBarOffset + getRowHeight(mEntries.at(mCursor).data)/2 -
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(mSize.y() / 2);
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// Clamp it.
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mCameraOffset = 0;
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unsigned int i = 0;
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while (mCameraOffset < target && i < mEntries.size()) {
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mCameraOffset += getRowHeight(mEntries.at(i).data);
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i++;
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}
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if (mCameraOffset < 0)
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mCameraOffset = 0;
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else if (mCameraOffset + mSize.y() > totalHeight)
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mCameraOffset = totalHeight - mSize.y();
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}
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else {
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mCameraOffset = 0;
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}
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}
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void ComponentList::render(const Transform4x4f& parentTrans)
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{
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if (!size())
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return;
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Transform4x4f trans = parentTrans * getTransform();
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// Clip everything to be inside our bounds.
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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(), (int)trans.translation().y()),
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Vector2i((int)Math::round(dim.x()), (int)Math::round(dim.y() + 1)));
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// Scroll the camera.
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trans.translate(Vector3f(0, -Math::round(mCameraOffset), 0));
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// Draw our entries.
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std::vector<GuiComponent*> drawAfterCursor;
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bool drawAll;
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for (unsigned int i = 0; i < mEntries.size(); i++) {
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auto& entry = mEntries.at(i);
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drawAll = !mFocused || i != (unsigned int)mCursor;
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for (auto it = entry.data.elements.cbegin(); it != entry.data.elements.cend(); it++) {
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if (drawAll || it->invert_when_selected) {
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// For the row where the cursor is at, we want to remove any hue from the
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// font color before inverting, as it would otherwise lead to an ugly
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// inverted color (e.g. red text inverting to a green hue).
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if (i == mCursor && it->component->getValue() != "" ) {
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// Check if the text color is neutral.
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unsigned int origColor = it->component->getColor();
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unsigned char byteRed = origColor >> 24 & 0xFF;
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unsigned char byteGreen = origColor >> 16 & 0xFF;
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unsigned char byteBlue = origColor >> 8 & 0xFF;
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// If it's neutral, just proceed with normal rendering.
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if (byteRed == byteGreen && byteGreen == byteBlue) {
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it->component->render(trans);
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}
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else {
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// If there is a hue, average the brightness values to make
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// an equivalent gray value before inverting the text.
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// This is not the proper way to do a BW conversion as the RGB values
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// should not be evenly distributed, but it's definitely good enough
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// for this situation.
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unsigned char byteAverage = (byteRed + byteGreen + byteBlue) / 3;
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unsigned int averageColor = byteAverage << 24 | byteAverage << 16 |
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byteAverage << 8 | 0xFF;
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it->component->setColor(averageColor);
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it->component->render(trans);
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// Revert to the original color after rendering.
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it->component->setColor(origColor);
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}
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}
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else {
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it->component->render(trans);
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}
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}
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else
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drawAfterCursor.push_back(it->component.get());
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}
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}
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// Custom rendering.
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Renderer::setMatrix(trans);
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// Draw selector bar.
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if (mFocused) {
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// Inversion: src * (1 - dst) + dst * 0 = where src = 1
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// Need a function that goes roughly 0x777777 -> 0xFFFFFF
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// and 0xFFFFFF -> 0x777777
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// (1 - dst) + 0x77
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const float selectedRowHeight = getRowHeight(mEntries.at(mCursor).data);
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Renderer::drawRect(0.0f, mSelectorBarOffset, mSize.x(), selectedRowHeight,
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0xFFFFFFFF, 0xFFFFFFFF, false, Renderer::Blend::ONE_MINUS_DST_COLOR,
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Renderer::Blend::ZERO);
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Renderer::drawRect(0.0f, mSelectorBarOffset, mSize.x(), selectedRowHeight,
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0x777777FF, 0x777777FF, false, Renderer::Blend::ONE,
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Renderer::Blend::ONE);
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// Hack to draw 2px dark on left/right of the bar.
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Renderer::drawRect(0.0f, mSelectorBarOffset, 2.0f, selectedRowHeight,
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0x878787FF, 0x878787FF);
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Renderer::drawRect(mSize.x() - 2.0f, mSelectorBarOffset, 2.0f, selectedRowHeight,
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0x878787FF, 0x878787FF);
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for (auto it = drawAfterCursor.cbegin(); it != drawAfterCursor.cend(); it++)
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(*it)->render(trans);
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// Reset matrix if one of these components changed it.
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if (drawAfterCursor.size())
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Renderer::setMatrix(trans);
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}
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// Draw separators.
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float y = 0;
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for (unsigned int i = 0; i < mEntries.size(); i++) {
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Renderer::drawRect(0.0f, y, mSize.x(), 1.0f, 0xC6C7C6FF, 0xC6C7C6FF);
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y += getRowHeight(mEntries.at(i).data);
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}
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Renderer::drawRect(0.0f, y, mSize.x(), 1.0f, 0xC6C7C6FF, 0xC6C7C6FF);
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Renderer::popClipRect();
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}
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float ComponentList::getRowHeight(const ComponentListRow& row) const
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{
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// Returns the highest component height found in the row.
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float height = 0;
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for (unsigned int i = 0; i < row.elements.size(); i++) {
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if (row.elements.at(i).component->getSize().y() > height)
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height = row.elements.at(i).component->getSize().y();
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}
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return height;
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}
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float ComponentList::getTotalRowHeight() const
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{
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float height = 0;
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for (auto it = mEntries.cbegin(); it != mEntries.cend(); it++)
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height += getRowHeight(it->data);
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return height;
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}
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void ComponentList::updateElementPosition(const ComponentListRow& row)
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{
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float yOffset = 0;
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for (auto it = mEntries.cbegin(); it != mEntries.cend() && &it->data != &row; it++)
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yOffset += getRowHeight(it->data);
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// Assumes updateElementSize has already been called.
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float rowHeight = getRowHeight(row);
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float x = TOTAL_HORIZONTAL_PADDING_PX / 2;
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for (unsigned int i = 0; i < row.elements.size(); i++) {
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const auto comp = row.elements.at(i).component;
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// Center vertically.
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comp->setPosition(x, (rowHeight - comp->getSize().y()) / 2 + yOffset);
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x += comp->getSize().x();
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}
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}
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void ComponentList::updateElementSize(const ComponentListRow& row)
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{
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float width = mSize.x() - TOTAL_HORIZONTAL_PADDING_PX;
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std::vector< std::shared_ptr<GuiComponent> > resizeVec;
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for (auto it = row.elements.cbegin(); it != row.elements.cend(); it++) {
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if (it->resize_width)
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resizeVec.push_back(it->component);
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else
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width -= it->component->getSize().x();
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}
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// Redistribute the "unused" width equally among the components with resize_width set to true.
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width = width / resizeVec.size();
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for (auto it = resizeVec.cbegin(); it != resizeVec.cend(); it++)
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(*it)->setSize(width, (*it)->getSize().y());
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}
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void ComponentList::textInput(const char* text)
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{
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if (!size())
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return;
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mEntries.at(mCursor).data.elements.back().component->textInput(text);
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}
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std::vector<HelpPrompt> ComponentList::getHelpPrompts()
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{
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if (!size())
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return std::vector<HelpPrompt>();
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std::vector<HelpPrompt> prompts =
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mEntries.at(mCursor).data.elements.back().component->getHelpPrompts();
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if (size() > 1) {
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bool addMovePrompt = true;
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for (auto it = prompts.cbegin(); it != prompts.cend(); it++) {
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if (it->first == "up/down" || it->first == "up/down/left/right") {
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addMovePrompt = false;
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break;
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}
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}
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if (addMovePrompt)
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prompts.push_back(HelpPrompt("up/down", "choose"));
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}
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return prompts;
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}
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bool ComponentList::moveCursor(int amt)
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{
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bool ret = listInput(amt);
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listInput(0);
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return ret;
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}
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