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

410 lines
12 KiB
C++

// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// IList.h
//
// List base class, used by the system view, gamelist view and menu system.
//
#ifndef ES_CORE_COMPONENTS_ILIST_H
#define ES_CORE_COMPONENTS_ILIST_H
#include "Window.h"
#include "components/ImageComponent.h"
#include "utils/StringUtil.h"
enum class CursorState {
CURSOR_STOPPED,
CURSOR_SCROLLING
};
enum class ListLoopType {
LIST_ALWAYS_LOOP,
LIST_PAUSE_AT_END,
LIST_PAUSE_AT_END_ON_JUMP,
LIST_NEVER_LOOP
};
struct ScrollTier {
int length; // How long we stay on this tier before going to the next.
int scrollDelay; // How long between scrolls.
};
struct ScrollTierList {
const int count;
const ScrollTier* tiers;
};
// Default scroll tiers.
// clang-format off
const ScrollTier QUICK_SCROLL_TIERS[] = {
{500, 500},
{1200, 114},
{0, 16}
};
const ScrollTierList LIST_SCROLL_STYLE_QUICK = {
3,
QUICK_SCROLL_TIERS
};
const ScrollTier SLOW_SCROLL_TIERS[] = {
{500, 500},
{0, 200}
};
const ScrollTierList LIST_SCROLL_STYLE_SLOW = {
2,
SLOW_SCROLL_TIERS
};
// clang-format on
template <typename EntryData, typename UserData> class IList : public virtual GuiComponent
{
public:
struct Entry {
std::string name;
UserData object;
EntryData data;
};
protected:
Window* mWindow;
std::vector<Entry> mEntries;
const ScrollTierList& mTierList;
const ListLoopType mLoopType;
int mCursor;
int mLastCursor;
int mColumns;
int mRows;
int mScrollTier;
int mScrollVelocity;
int mScrollTierAccumulator;
int mScrollCursorAccumulator;
float mTitleOverlayOpacity;
unsigned int mTitleOverlayColor;
public:
IList(const ScrollTierList& tierList = LIST_SCROLL_STYLE_QUICK,
const ListLoopType& loopType = ListLoopType::LIST_PAUSE_AT_END)
: mWindow {Window::getInstance()}
, mTierList {tierList}
, mLoopType {loopType}
, mCursor {0}
, mLastCursor {0}
, mColumns {0}
, mRows {0}
, mScrollTier {0}
, mScrollVelocity {0}
, mScrollTierAccumulator {0}
, mScrollCursorAccumulator {0}
, mTitleOverlayOpacity {0.0f}
, mTitleOverlayColor {0xFFFFFF00}
{
}
const bool isScrolling() const { return (mScrollVelocity != 0 && mScrollTier > 0); }
void stopScrolling()
{
if (mScrollVelocity == 0)
return;
mTitleOverlayOpacity = 0.0f;
listInput(0);
if (mScrollVelocity == 0)
onCursorChanged(CursorState::CURSOR_STOPPED);
}
const int getScrollingVelocity() const { return mScrollVelocity; }
void clear()
{
mEntries.clear();
mCursor = 0;
mLastCursor = 0;
listInput(0);
onCursorChanged(CursorState::CURSOR_STOPPED);
}
const std::string& getSelectedName()
{
assert(size() > 0);
return mEntries.at(mCursor).name;
}
const UserData& getSelected() const
{
assert(size() > 0);
return mEntries.at(mCursor).object;
}
const UserData& getNext() const
{
// If there is a next entry, then return it, otherwise return the current entry.
if (mCursor + 1 < static_cast<int>(mEntries.size()))
return mEntries.at(mCursor + 1).object;
else
return mEntries.at(mCursor).object;
}
const UserData& getPrevious() const
{
// If there is a previous entry, then return it, otherwise return the current entry.
if (mCursor != 0)
return mEntries.at(mCursor - 1).object;
else
return mEntries.at(mCursor).object;
}
const UserData& getFirst() const
{
assert(size() > 0);
return mEntries.front().object;
}
const UserData& getLast() const
{
assert(size() > 0);
return mEntries.back().object;
}
void setCursor(typename std::vector<Entry>::const_iterator& it)
{
assert(it != mEntries.cend());
mCursor = it - mEntries.cbegin();
onCursorChanged(CursorState::CURSOR_STOPPED);
}
bool setCursor(const UserData& obj)
{
for (auto it = mEntries.cbegin(); it != mEntries.cend(); ++it) {
if ((*it).object == obj) {
mCursor = static_cast<int>(it - mEntries.cbegin());
onCursorChanged(CursorState::CURSOR_STOPPED);
return true;
}
}
return false;
}
// Entry management.
void add(const Entry& e) { mEntries.push_back(e); }
bool remove(const UserData& obj)
{
for (auto it = mEntries.cbegin(); it != mEntries.cend(); ++it) {
if ((*it).object == obj) {
remove(it);
return true;
}
}
return false;
}
int size() const { return static_cast<int>(mEntries.size()); }
protected:
void remove(typename std::vector<Entry>::const_iterator& it)
{
if (mCursor > 0 && it - mEntries.cbegin() <= mCursor) {
--mCursor;
onCursorChanged(CursorState::CURSOR_STOPPED);
}
mEntries.erase(it);
}
bool listFirstRow()
{
mLastCursor = mCursor;
mCursor = 0;
mScrollVelocity = 0;
mScrollTier = 0;
onCursorChanged(CursorState::CURSOR_STOPPED);
onScroll();
return true;
}
bool listLastRow()
{
mLastCursor = mCursor;
mCursor = static_cast<int>(mEntries.size()) - 1;
mScrollVelocity = 0;
mScrollTier = 0;
onCursorChanged(CursorState::CURSOR_STOPPED);
onScroll();
return true;
}
bool listInput(int velocity) // A velocity of 0 = stop scrolling.
{
mScrollVelocity = velocity;
mScrollTier = 0;
mScrollTierAccumulator = 0;
mScrollCursorAccumulator = 0;
int prevCursor = mCursor;
scroll(mScrollVelocity);
return (prevCursor != mCursor);
}
void listUpdate(int deltaTime)
{
// Update the title overlay opacity.
// Fade in if scroll tier is >= 1, otherwise fade out.
const float dir {(mScrollTier >= mTierList.count - 1) ? 1.0f : -1.0f};
// We simply translate the time directly to opacity, i.e. no scaling is performed.
mTitleOverlayOpacity = glm::clamp(
mTitleOverlayOpacity + (static_cast<float>(deltaTime) / 255.0f) * dir, 0.0f, 1.0f);
if (mScrollVelocity == 0 || size() < 2)
return;
mScrollCursorAccumulator += deltaTime;
mScrollTierAccumulator += deltaTime;
// We delay scrolling until after scroll tier has updated so isScrolling() returns
// accurately during onCursorChanged callbacks. We don't just do scroll tier first
// because it would not catch the scrollDelay == tier length case.
int scrollCount {0};
while (mScrollCursorAccumulator >= mTierList.tiers[mScrollTier].scrollDelay) {
mScrollCursorAccumulator -= mTierList.tiers[mScrollTier].scrollDelay;
++scrollCount;
}
// Should we go to the next scrolling tier?
while (mScrollTier < mTierList.count - 1 &&
mScrollTierAccumulator >= mTierList.tiers[mScrollTier].length) {
mScrollTierAccumulator -= mTierList.tiers[mScrollTier].length;
++mScrollTier;
}
// Actually perform the scrolling.
for (int i {0}; i < scrollCount; ++i)
scroll(mScrollVelocity);
}
void listRenderTitleOverlay(const glm::mat4&)
{
if constexpr (std::is_same_v<UserData, FileData*>) {
if (!Settings::getInstance()->getBool("ListScrollOverlay"))
return;
if (size() == 0 || mTitleOverlayOpacity == 0.0f) {
mWindow->renderListScrollOverlay(0.0f, "");
return;
}
std::string titleIndex;
bool favoritesSorting {true};
if (getSelected()->getSystem()->isCustomCollection())
favoritesSorting = Settings::getInstance()->getBool("FavFirstCustom");
else
favoritesSorting = Settings::getInstance()->getBool("FavoritesFirst");
if (favoritesSorting && getSelected()->getFavorite()) {
#if defined(_MSC_VER) // MSVC compiler.
titleIndex = Utils::String::wideStringToString(L"\uF005");
#else
titleIndex = "\uF005";
#endif
}
else {
titleIndex = getSelected()->getName();
if (titleIndex.size()) {
titleIndex[0] = toupper(titleIndex[0]);
if (titleIndex.size() > 1) {
titleIndex = titleIndex.substr(0, 2);
titleIndex[1] = tolower(titleIndex[1]);
}
}
}
// The actual rendering takes place in Window to make sure that the overlay is placed on
// top of all GUI elements but below the info popups and GPU statistics overlay.
mWindow->renderListScrollOverlay(mTitleOverlayOpacity, titleIndex);
}
}
void scroll(int amt)
{
if (mScrollVelocity == 0 || size() < 2)
return;
bool doScroll {true};
// This is only needed for GridComponent.
if (mColumns > 1 && mScrollVelocity == -mColumns && mCursor < mColumns) {
doScroll = false;
}
else if (mColumns != 0 && mScrollVelocity == mColumns) {
if (size() - mCursor <= size() % mColumns)
doScroll = false;
else if (mColumns != 1 && mCursor >= (mColumns * mRows) - mColumns &&
size() - mCursor <= mColumns && size() % mColumns == 0)
doScroll = false;
else if (size() < mColumns)
doScroll = false;
}
mLastCursor = mCursor;
if (!doScroll) {
onCursorChanged(CursorState::CURSOR_STOPPED);
return;
}
int cursor {mCursor + amt};
int absAmt {amt < 0 ? -amt : amt};
bool stopScroll {false};
// Depending on the loop type we'll either pause at the ends if holding a navigation
// button, or we'll only stop if it's a quick jump key (should or trigger button) that
// is held, or we never loop.
if (mLoopType == ListLoopType::LIST_PAUSE_AT_END && (mScrollTier > 0 || absAmt > 1))
stopScroll = true;
else if (mLoopType == ListLoopType::LIST_PAUSE_AT_END_ON_JUMP && abs(mScrollVelocity) > 1 &&
(mScrollTier > 0 || absAmt > 1))
stopScroll = true;
else if (mLoopType == ListLoopType::LIST_NEVER_LOOP)
stopScroll = true;
if (stopScroll) {
if (cursor < 0) {
cursor = 0;
mScrollVelocity = 0;
mScrollTier = 0;
}
else if (cursor >= size()) {
cursor = size() - 1;
mScrollVelocity = 0;
mScrollTier = 0;
}
}
else {
while (cursor < 0)
cursor += size();
while (cursor >= size())
cursor -= size();
}
if (cursor != mCursor)
onScroll();
mCursor = cursor;
onCursorChanged((mScrollTier > 0) ? CursorState::CURSOR_SCROLLING :
CursorState::CURSOR_STOPPED);
}
virtual void onCursorChanged(const CursorState&) {}
virtual void onScroll() {}
};
#endif // ES_CORE_COMPONENTS_ILIST_H