ES-DE/es-app/src/views/SystemView.cpp
Leon Styhre 7b5d673050 Replaced the internal Vector2i data type and functions with the GLM library equivalent.
Also applied some code formatting changes for braced lists using clang-format.
2021-08-17 18:41:45 +02:00

734 lines
28 KiB
C++

// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// SystemView.cpp
//
// Main system view.
//
#include "views/SystemView.h"
#include "Log.h"
#include "Settings.h"
#include "Sound.h"
#include "SystemData.h"
#include "Window.h"
#include "animations/LambdaAnimation.h"
#include "guis/GuiMsgBox.h"
#include "views/UIModeController.h"
#include "views/ViewController.h"
#if defined(_WIN64)
#include <cmath>
#endif
// Buffer values for scrolling velocity (left, stopped, right).
const int logoBuffersLeft[] = {-5, -2, -1};
const int logoBuffersRight[] = {1, 2, 5};
SystemView::SystemView(Window* window)
: IList<SystemViewData, SystemData*>(window, LIST_SCROLL_STYLE_SLOW, LIST_ALWAYS_LOOP)
, mPreviousScrollVelocity(0)
, mUpdatedGameCount(false)
, mViewNeedsReload(true)
, mSystemInfo(window, "SYSTEM INFO", Font::get(FONT_SIZE_SMALL), 0x33333300, ALIGN_CENTER)
{
mCamOffset = 0;
mExtrasCamOffset = 0;
mExtrasFadeOpacity = 0.0f;
setSize(static_cast<float>(Renderer::getScreenWidth()),
static_cast<float>(Renderer::getScreenHeight()));
populate();
}
SystemView::~SystemView()
{
// Delete any existing extras.
for (auto entry : mEntries) {
for (auto extra : entry.data.backgroundExtras)
delete extra;
entry.data.backgroundExtras.clear();
}
}
void SystemView::populate()
{
mEntries.clear();
for (auto it = SystemData::sSystemVector.cbegin(); // Line break.
it != SystemData::sSystemVector.cend(); it++) {
const std::shared_ptr<ThemeData>& theme = (*it)->getTheme();
if (mViewNeedsReload)
getViewElements(theme);
if ((*it)->isVisible()) {
Entry e;
e.name = (*it)->getName();
e.object = *it;
// Make logo.
const ThemeData::ThemeElement* logoElem = theme->getElement("system", "logo", "image");
if (logoElem) {
std::string path = logoElem->get<std::string>("path");
std::string defaultPath =
logoElem->has("default") ? logoElem->get<std::string>("default") : "";
if ((!path.empty() && ResourceManager::getInstance()->fileExists(path)) ||
(!defaultPath.empty() &&
ResourceManager::getInstance()->fileExists(defaultPath))) {
ImageComponent* logo = new ImageComponent(mWindow, false, false);
logo->setMaxSize(mCarousel.logoSize * mCarousel.logoScale);
logo->applyTheme(theme, "system", "logo", ThemeFlags::PATH | ThemeFlags::COLOR);
logo->setRotateByTargetSize(true);
e.data.logo = std::shared_ptr<GuiComponent>(logo);
}
}
if (!e.data.logo) {
// No logo in theme; use text.
TextComponent* text =
new TextComponent(mWindow, (*it)->getName(), Font::get(FONT_SIZE_LARGE),
0x000000FF, ALIGN_CENTER);
text->setSize(mCarousel.logoSize * mCarousel.logoScale);
text->applyTheme((*it)->getTheme(), "system", "logoText",
ThemeFlags::FONT_PATH | ThemeFlags::FONT_SIZE | ThemeFlags::COLOR |
ThemeFlags::FORCE_UPPERCASE | ThemeFlags::LINE_SPACING |
ThemeFlags::TEXT);
e.data.logo = std::shared_ptr<GuiComponent>(text);
if (mCarousel.type == VERTICAL || mCarousel.type == VERTICAL_WHEEL) {
text->setHorizontalAlignment(mCarousel.logoAlignment);
text->setVerticalAlignment(ALIGN_CENTER);
}
else {
text->setHorizontalAlignment(ALIGN_CENTER);
text->setVerticalAlignment(mCarousel.logoAlignment);
}
}
if (mCarousel.type == VERTICAL || mCarousel.type == VERTICAL_WHEEL) {
if (mCarousel.logoAlignment == ALIGN_LEFT)
e.data.logo->setOrigin(0, 0.5);
else if (mCarousel.logoAlignment == ALIGN_RIGHT)
e.data.logo->setOrigin(1.0, 0.5);
else
e.data.logo->setOrigin(0.5, 0.5);
}
else {
if (mCarousel.logoAlignment == ALIGN_TOP)
e.data.logo->setOrigin(0.5, 0);
else if (mCarousel.logoAlignment == ALIGN_BOTTOM)
e.data.logo->setOrigin(0.5, 1);
else
e.data.logo->setOrigin(0.5, 0.5);
}
glm::vec2 denormalized{mCarousel.logoSize * e.data.logo->getOrigin()};
e.data.logo->setPosition(denormalized.x, denormalized.y, 0.0f);
// Make background extras.
e.data.backgroundExtras = ThemeData::makeExtras((*it)->getTheme(), "system", mWindow);
// Sort the extras by z-index.
std::stable_sort(
e.data.backgroundExtras.begin(), e.data.backgroundExtras.end(),
[](GuiComponent* a, GuiComponent* b) { return b->getZIndex() > a->getZIndex(); });
this->add(e);
}
}
if (mEntries.size() == 0) {
// Something is wrong, there is not a single system to show, check if UI mode is not full.
if (!UIModeController::getInstance()->isUIModeFull()) {
Settings::getInstance()->setString("UIMode", "full");
mWindow->pushGui(new GuiMsgBox(
mWindow, getHelpStyle(),
"The selected UI mode has nothing to show,\n returning to UI mode \"Full\"", "OK",
nullptr));
}
}
}
void SystemView::updateGameCount()
{
std::pair<unsigned int, unsigned int> gameCount = getSelected()->getDisplayedGameCount();
std::stringstream ss;
if (!getSelected()->isGameSystem())
ss << "CONFIGURATION";
else if (getSelected()->isCollection() && (getSelected()->getName() == "favorites"))
ss << gameCount.first << " GAME" << (gameCount.first == 1 ? " " : "S");
// The "recent" gamelist has probably been trimmed after sorting, so we'll cap it at
// its maximum limit of 50 games.
else if (getSelected()->isCollection() && (getSelected()->getName() == "recent"))
ss << (gameCount.first > 50 ? 50 : gameCount.first) << " GAME"
<< (gameCount.first == 1 ? " " : "S");
else
ss << gameCount.first << " GAME" << (gameCount.first == 1 ? " " : "S ") << "("
<< gameCount.second << " FAVORITE" << (gameCount.second == 1 ? ")" : "S)");
mSystemInfo.setText(ss.str());
}
void SystemView::goToSystem(SystemData* system, bool animate)
{
setCursor(system);
updateGameCount();
if (!animate)
finishAnimation(0);
}
bool SystemView::input(InputConfig* config, Input input)
{
auto it = SystemData::sSystemVector.cbegin();
const std::shared_ptr<ThemeData>& theme = (*it)->getTheme();
if (input.value != 0) {
if (config->getDeviceId() == DEVICE_KEYBOARD && input.value && input.id == SDLK_r &&
SDL_GetModState() & KMOD_LCTRL && Settings::getInstance()->getBool("Debug")) {
LOG(LogDebug) << "SystemView::input(): Reloading all";
ViewController::get()->reloadAll();
return true;
}
switch (mCarousel.type) {
case VERTICAL:
case VERTICAL_WHEEL:
if (config->isMappedLike("up", input)) {
ViewController::get()->cancelViewTransitions();
listInput(-1);
return true;
}
if (config->isMappedLike("down", input)) {
ViewController::get()->cancelViewTransitions();
listInput(1);
return true;
}
break;
case HORIZONTAL:
case HORIZONTAL_WHEEL:
default:
if (config->isMappedLike("left", input)) {
ViewController::get()->cancelViewTransitions();
listInput(-1);
return true;
}
if (config->isMappedLike("right", input)) {
ViewController::get()->cancelViewTransitions();
listInput(1);
return true;
}
break;
}
if (config->isMappedTo("a", input)) {
stopScrolling();
ViewController::get()->goToGameList(getSelected());
NavigationSounds::getInstance()->playThemeNavigationSound(SELECTSOUND);
return true;
}
if (Settings::getInstance()->getBool("RandomAddButton") &&
(config->isMappedTo("leftthumbstickclick", input) ||
config->isMappedTo("rightthumbstickclick", input))) {
// Get a random system and jump to it.
NavigationSounds::getInstance()->playThemeNavigationSound(SYSTEMBROWSESOUND);
setCursor(SystemData::getRandomSystem(getSelected()));
return true;
}
if (!UIModeController::getInstance()->isUIModeKid() && config->isMappedTo("back", input) &&
Settings::getInstance()->getBool("ScreensaverControls")) {
if (!mWindow->isScreensaverActive()) {
ViewController::get()->stopScrolling();
ViewController::get()->cancelViewTransitions();
mWindow->startScreensaver();
mWindow->renderScreensaver();
}
return true;
}
}
else {
if (config->isMappedLike("left", input) || config->isMappedLike("right", input) ||
config->isMappedLike("up", input) || config->isMappedLike("down", input))
listInput(0);
}
return GuiComponent::input(config, input);
}
void SystemView::update(int deltaTime)
{
listUpdate(deltaTime);
GuiComponent::update(deltaTime);
}
void SystemView::onCursorChanged(const CursorState& /*state*/)
{
// Update help style.
updateHelpPrompts();
float startPos = mCamOffset;
float posMax = static_cast<float>(mEntries.size());
float target = static_cast<float>(mCursor);
// Find the shortest path to the target.
float endPos = target; // Directly.
float dist = fabs(endPos - startPos);
if (fabs(target + posMax - startPos - mScrollVelocity) < dist)
endPos = target + posMax; // Loop around the end (0 -> max).
if (fabs(target - posMax - startPos - mScrollVelocity) < dist)
endPos = target - posMax; // Loop around the start (max - 1 -> -1).
// This logic is only needed when there are two game systems, to prevent ugly jumps back
// an forth when selecting the same direction rapidly several times in a row.
if (posMax == 2) {
if (mPreviousScrollVelocity == 0)
mPreviousScrollVelocity = mScrollVelocity;
else if (mScrollVelocity < 0 && startPos < endPos)
mPreviousScrollVelocity = -1;
else if (mScrollVelocity > 0 && startPos > endPos)
mPreviousScrollVelocity = 1;
}
std::string transition_style = Settings::getInstance()->getString("TransitionStyle");
// To prevent ugly jumps with two systems when quickly repeating the same direction.
if (mPreviousScrollVelocity != 0 && posMax == 2 && mScrollVelocity == mPreviousScrollVelocity) {
if (fabs(endPos - startPos) < 0.5 || fabs(endPos - startPos) > 1.5) {
(mScrollVelocity < 0) ? endPos -= 1 : endPos += 1;
(mCursor == 0) ? mCursor = 1 : mCursor = 0;
updateGameCount();
return;
}
}
// No need to animate transition, we're not going anywhere (probably mEntries.size() == 1).
if (endPos == mCamOffset && endPos == mExtrasCamOffset)
return;
Animation* anim;
if (transition_style == "fade") {
float startExtrasFade = mExtrasFadeOpacity;
anim = new LambdaAnimation(
[this, startExtrasFade, startPos, endPos, posMax](float t) {
t -= 1;
float f = Math::lerp(startPos, endPos, t * t * t + 1);
if (f < 0)
f += posMax;
if (f >= posMax)
f -= posMax;
this->mCamOffset = f;
t += 1;
if (t < 0.3f)
this->mExtrasFadeOpacity = Math::lerp(0.0f, 1.0f, t / 0.2f + startExtrasFade);
else if (t < 0.7f)
this->mExtrasFadeOpacity = 1.0f;
else
this->mExtrasFadeOpacity = Math::lerp(1.0f, 0.0f, (t - 0.6f) / 0.3f);
if (t > 0.5f)
this->mExtrasCamOffset = endPos;
// Update the game count when the entire animation has been completed.
if (mExtrasFadeOpacity == 1.0f)
updateGameCount();
},
500);
}
else if (transition_style == "slide") {
mUpdatedGameCount = false;
anim = new LambdaAnimation(
[this, startPos, endPos, posMax](float t) {
t -= 1;
float f = Math::lerp(startPos, endPos, t * t * t + 1);
if (f < 0)
f += posMax;
if (f >= posMax)
f -= posMax;
this->mCamOffset = f;
this->mExtrasCamOffset = f;
// Hack to make the game count being updated in the middle of the animation.
bool update = false;
if (endPos == -1.0f && fabs(fabs(posMax) - fabs(mCamOffset)) > 0.5f &&
!mUpdatedGameCount) {
update = true;
}
else if (endPos > posMax && fabs(endPos - posMax - fabs(mCamOffset)) < 0.5f &&
!mUpdatedGameCount) {
update = true;
}
else if (fabs(fabs(endPos) - fabs(mCamOffset)) < 0.5f && !mUpdatedGameCount) {
update = true;
}
if (update) {
mUpdatedGameCount = true;
updateGameCount();
}
},
500);
}
else {
// Instant.
updateGameCount();
anim = new LambdaAnimation(
[this, startPos, endPos, posMax](float t) {
t -= 1;
float f = Math::lerp(startPos, endPos, t * t * t + 1);
if (f < 0)
f += posMax;
if (f >= posMax)
f -= posMax;
this->mCamOffset = f;
this->mExtrasCamOffset = endPos;
},
500);
}
setAnimation(anim, 0, nullptr, false, 0);
}
void SystemView::render(const glm::mat4& parentTrans)
{
if (size() == 0)
return; // Nothing to render.
glm::mat4 trans{getTransform() * parentTrans};
renderExtras(trans, INT16_MIN, INT16_MAX);
// Fade the screen if we're using fade transitions and we're currently transitioning.
// This basically renders a black rectangle on top of the currently visible extras
// (and beneath the carousel and help prompts).
if (mExtrasFadeOpacity)
renderFade(trans);
// Always render the carousel on top so that it's not faded.
renderCarousel(trans);
}
std::vector<HelpPrompt> SystemView::getHelpPrompts()
{
std::vector<HelpPrompt> prompts;
if (mCarousel.type == VERTICAL || mCarousel.type == VERTICAL_WHEEL)
prompts.push_back(HelpPrompt("up/down", "choose"));
else
prompts.push_back(HelpPrompt("left/right", "choose"));
prompts.push_back(HelpPrompt("a", "select"));
if (Settings::getInstance()->getBool("RandomAddButton"))
prompts.push_back(HelpPrompt("thumbstickclick", "random"));
if (!UIModeController::getInstance()->isUIModeKid() &&
Settings::getInstance()->getBool("ScreensaverControls"))
prompts.push_back(HelpPrompt("back", "toggle screensaver"));
return prompts;
}
HelpStyle SystemView::getHelpStyle()
{
HelpStyle style;
style.applyTheme(mEntries.at(mCursor).object->getTheme(), "system");
return style;
}
void SystemView::onThemeChanged(const std::shared_ptr<ThemeData>& /*theme*/)
{
LOG(LogDebug) << "SystemView::onThemeChanged()";
mViewNeedsReload = true;
populate();
}
void SystemView::getViewElements(const std::shared_ptr<ThemeData>& theme)
{
LOG(LogDebug) << "SystemView::getViewElements()";
getDefaultElements();
if (!theme->hasView("system"))
return;
const ThemeData::ThemeElement* carouselElem =
theme->getElement("system", "systemcarousel", "carousel");
if (carouselElem)
getCarouselFromTheme(carouselElem);
const ThemeData::ThemeElement* sysInfoElem = theme->getElement("system", "systemInfo", "text");
if (sysInfoElem)
mSystemInfo.applyTheme(theme, "system", "systemInfo", ThemeFlags::ALL);
mViewNeedsReload = false;
}
void SystemView::renderCarousel(const glm::mat4& trans)
{
// Background box behind logos.
glm::mat4 carouselTrans{trans};
carouselTrans =
glm::translate(carouselTrans, glm::vec3{mCarousel.pos.x, mCarousel.pos.y, 0.0f});
carouselTrans = glm::translate(carouselTrans,
glm::vec3{mCarousel.origin.x * mCarousel.size.x * -1.0f,
mCarousel.origin.y * mCarousel.size.y * -1.0f, 0.0f});
glm::vec2 clipPos{carouselTrans[3].x, carouselTrans[3].y};
Renderer::pushClipRect(
glm::ivec2{static_cast<int>(clipPos.x), static_cast<int>(clipPos.y)},
glm::ivec2{static_cast<int>(mCarousel.size.x), static_cast<int>(mCarousel.size.y)});
Renderer::setMatrix(carouselTrans);
Renderer::drawRect(0.0f, 0.0f, mCarousel.size.x, mCarousel.size.y, mCarousel.color,
mCarousel.colorEnd, mCarousel.colorGradientHorizontal);
// Draw logos.
// Note: logoSpacing will also include the size of the logo itself.
glm::vec2 logoSpacing{};
float xOff = 0.0f;
float yOff = 0.0f;
switch (mCarousel.type) {
case VERTICAL_WHEEL: {
yOff = (mCarousel.size.y - mCarousel.logoSize.y) / 2.0f - (mCamOffset * logoSpacing.y);
if (mCarousel.logoAlignment == ALIGN_LEFT)
xOff = mCarousel.logoSize.x / 10.0f;
else if (mCarousel.logoAlignment == ALIGN_RIGHT)
xOff = mCarousel.size.x - (mCarousel.logoSize.x * 1.1f);
else
xOff = (mCarousel.size.x - mCarousel.logoSize.x) / 2.0f;
break;
}
case VERTICAL: {
logoSpacing.y = ((mCarousel.size.y - (mCarousel.logoSize.y * mCarousel.maxLogoCount)) /
(mCarousel.maxLogoCount)) +
mCarousel.logoSize.y;
yOff = (mCarousel.size.y - mCarousel.logoSize.y) / 2.0f - (mCamOffset * logoSpacing.y);
if (mCarousel.logoAlignment == ALIGN_LEFT)
xOff = mCarousel.logoSize.x / 10.0f;
else if (mCarousel.logoAlignment == ALIGN_RIGHT)
xOff = mCarousel.size.x - (mCarousel.logoSize.x * 1.1f);
else
xOff = (mCarousel.size.x - mCarousel.logoSize.x) / 2.0f;
break;
}
case HORIZONTAL_WHEEL: {
xOff = (mCarousel.size.x - mCarousel.logoSize.x) / 2.0f - (mCamOffset * logoSpacing.y);
if (mCarousel.logoAlignment == ALIGN_TOP)
yOff = mCarousel.logoSize.y / 10.0f;
else if (mCarousel.logoAlignment == ALIGN_BOTTOM)
yOff = mCarousel.size.y - (mCarousel.logoSize.y * 1.1f);
else
yOff = (mCarousel.size.y - mCarousel.logoSize.y) / 2.0f;
break;
}
case HORIZONTAL: {
}
default: {
logoSpacing.x = ((mCarousel.size.x - (mCarousel.logoSize.x * mCarousel.maxLogoCount)) /
(mCarousel.maxLogoCount)) +
mCarousel.logoSize.x;
xOff = (mCarousel.size.x - mCarousel.logoSize.x) / 2.0f - (mCamOffset * logoSpacing.x);
if (mCarousel.logoAlignment == ALIGN_TOP)
yOff = mCarousel.logoSize.y / 10.0f;
else if (mCarousel.logoAlignment == ALIGN_BOTTOM)
yOff = mCarousel.size.y - (mCarousel.logoSize.y * 1.1f);
else
yOff = (mCarousel.size.y - mCarousel.logoSize.y) / 2.0f;
break;
}
}
int center = static_cast<int>(mCamOffset);
int logoCount = std::min(mCarousel.maxLogoCount, static_cast<int>(mEntries.size()));
// Adding texture loading buffers depending on scrolling speed and status.
int bufferIndex = getScrollingVelocity() + 1;
int bufferLeft = logoBuffersLeft[bufferIndex];
int bufferRight = logoBuffersRight[bufferIndex];
if (logoCount == 1) {
bufferLeft = 0;
bufferRight = 0;
}
for (int i = center - logoCount / 2 + bufferLeft; // Line break.
i <= center + logoCount / 2 + bufferRight; i++) {
int index = i;
while (index < 0)
index += static_cast<int>(mEntries.size());
while (index >= static_cast<int>(mEntries.size()))
index -= static_cast<int>(mEntries.size());
glm::mat4 logoTrans{carouselTrans};
logoTrans = glm::translate(
logoTrans, glm::vec3{i * logoSpacing.x + xOff, i * logoSpacing.y + yOff, 0.0f});
float distance = i - mCamOffset;
float scale = 1.0f + ((mCarousel.logoScale - 1.0f) * (1.0f - fabs(distance)));
scale = std::min(mCarousel.logoScale, std::max(1.0f, scale));
scale /= mCarousel.logoScale;
int opacity =
static_cast<int>(std::round(0x80 + ((0xFF - 0x80) * (1.0f - fabs(distance)))));
opacity = std::max(static_cast<int>(0x80), opacity);
const std::shared_ptr<GuiComponent>& comp = mEntries.at(index).data.logo;
if (mCarousel.type == VERTICAL_WHEEL || mCarousel.type == HORIZONTAL_WHEEL) {
comp->setRotationDegrees(mCarousel.logoRotation * distance);
comp->setRotationOrigin(mCarousel.logoRotationOrigin);
}
comp->setScale(scale);
comp->setOpacity(static_cast<unsigned char>(opacity));
comp->render(logoTrans);
}
Renderer::popClipRect();
}
void SystemView::renderExtras(const glm::mat4& trans, float lower, float upper)
{
int extrasCenter = static_cast<int>(mExtrasCamOffset);
// Adding texture loading buffers depending on scrolling speed and status.
int bufferIndex{getScrollingVelocity() + 1};
Renderer::pushClipRect(glm::ivec2{},
glm::ivec2{static_cast<int>(mSize.x), static_cast<int>(mSize.y)});
for (int i = extrasCenter + logoBuffersLeft[bufferIndex];
i <= extrasCenter + logoBuffersRight[bufferIndex]; i++) {
int index = i;
while (index < 0)
index += static_cast<int>(mEntries.size());
while (index >= static_cast<int>(mEntries.size()))
index -= static_cast<int>(mEntries.size());
// Only render selected system when not showing.
if (mShowing || index == mCursor) {
glm::mat4 extrasTrans{trans};
if (mCarousel.type == HORIZONTAL || mCarousel.type == HORIZONTAL_WHEEL)
extrasTrans = glm::translate(
extrasTrans, glm::vec3{(i - mExtrasCamOffset) * mSize.x, 0.0f, 0.0f});
else
extrasTrans = glm::translate(
extrasTrans, glm::vec3{0.0f, (i - mExtrasCamOffset) * mSize.y, 0.0f});
Renderer::pushClipRect(
glm::ivec2{static_cast<int>(extrasTrans[3].x), static_cast<int>(extrasTrans[3].y)},
glm::ivec2{static_cast<int>(mSize.x), static_cast<int>(mSize.y)});
SystemViewData data = mEntries.at(index).data;
for (unsigned int j = 0; j < data.backgroundExtras.size(); j++) {
GuiComponent* extra = data.backgroundExtras[j];
if (extra->getZIndex() >= lower && extra->getZIndex() < upper)
extra->render(extrasTrans);
}
mSystemInfo.render(extrasTrans);
Renderer::popClipRect();
}
}
Renderer::popClipRect();
}
void SystemView::renderFade(const glm::mat4& trans)
{
unsigned int fadeColor = 0x00000000 | static_cast<unsigned char>(mExtrasFadeOpacity * 255.0f);
Renderer::setMatrix(trans);
Renderer::drawRect(0.0f, 0.0f, mSize.x, mSize.y, fadeColor, fadeColor);
}
void SystemView::getDefaultElements(void)
{
// Carousel.
mCarousel.type = HORIZONTAL;
mCarousel.logoAlignment = ALIGN_CENTER;
mCarousel.size.x = mSize.x;
mCarousel.size.y = floorf(0.2325f * mSize.y);
mCarousel.pos.x = 0.0f;
mCarousel.pos.y = floorf(0.5f * (mSize.y - mCarousel.size.y));
mCarousel.origin.x = 0.0f;
mCarousel.origin.y = 0.0f;
mCarousel.color = 0xFFFFFFD8;
mCarousel.colorEnd = 0xFFFFFFD8;
mCarousel.colorGradientHorizontal = true;
mCarousel.logoScale = 1.2f;
mCarousel.logoRotation = 7.5f;
mCarousel.logoRotationOrigin.x = -5.0f;
mCarousel.logoRotationOrigin.y = 0.5f;
mCarousel.logoSize.x = 0.25f * mSize.x;
mCarousel.logoSize.y = 0.155f * mSize.y;
mCarousel.maxLogoCount = 3;
mCarousel.zIndex = 40.0f;
// System info bar.
mSystemInfo.setSize(mSize.x, mSystemInfo.getFont()->getLetterHeight() * 2.2f);
mSystemInfo.setPosition(0.0f, mCarousel.pos.y + mCarousel.size.y);
mSystemInfo.setBackgroundColor(0xDDDDDDD8);
mSystemInfo.setRenderBackground(true);
mSystemInfo.setFont(Font::get(static_cast<int>(0.035f * mSize.y), Font::getDefaultPath()));
mSystemInfo.setColor(0x000000FF);
mSystemInfo.setZIndex(50.0f);
mSystemInfo.setDefaultZIndex(50.0f);
}
void SystemView::getCarouselFromTheme(const ThemeData::ThemeElement* elem)
{
if (elem->has("type")) {
if (!(elem->get<std::string>("type").compare("vertical")))
mCarousel.type = VERTICAL;
else if (!(elem->get<std::string>("type").compare("vertical_wheel")))
mCarousel.type = VERTICAL_WHEEL;
else if (!(elem->get<std::string>("type").compare("horizontal_wheel")))
mCarousel.type = HORIZONTAL_WHEEL;
else
mCarousel.type = HORIZONTAL;
}
if (elem->has("size"))
mCarousel.size = elem->get<glm::vec2>("size") * mSize;
if (elem->has("pos"))
mCarousel.pos = elem->get<glm::vec2>("pos") * mSize;
if (elem->has("origin"))
mCarousel.origin = elem->get<glm::vec2>("origin");
if (elem->has("color")) {
mCarousel.color = elem->get<unsigned int>("color");
mCarousel.colorEnd = mCarousel.color;
}
if (elem->has("colorEnd"))
mCarousel.colorEnd = elem->get<unsigned int>("colorEnd");
if (elem->has("gradientType"))
mCarousel.colorGradientHorizontal =
!(elem->get<std::string>("gradientType").compare("horizontal"));
if (elem->has("logoScale"))
mCarousel.logoScale = elem->get<float>("logoScale");
if (elem->has("logoSize"))
mCarousel.logoSize = elem->get<glm::vec2>("logoSize") * mSize;
if (elem->has("maxLogoCount"))
mCarousel.maxLogoCount = static_cast<int>(std::round(elem->get<float>("maxLogoCount")));
if (elem->has("zIndex"))
mCarousel.zIndex = elem->get<float>("zIndex");
if (elem->has("logoRotation"))
mCarousel.logoRotation = elem->get<float>("logoRotation");
if (elem->has("logoRotationOrigin"))
mCarousel.logoRotationOrigin = elem->get<glm::vec2>("logoRotationOrigin");
if (elem->has("logoAlignment")) {
if (!(elem->get<std::string>("logoAlignment").compare("left")))
mCarousel.logoAlignment = ALIGN_LEFT;
else if (!(elem->get<std::string>("logoAlignment").compare("right")))
mCarousel.logoAlignment = ALIGN_RIGHT;
else if (!(elem->get<std::string>("logoAlignment").compare("top")))
mCarousel.logoAlignment = ALIGN_TOP;
else if (!(elem->get<std::string>("logoAlignment").compare("bottom")))
mCarousel.logoAlignment = ALIGN_BOTTOM;
else
mCarousel.logoAlignment = ALIGN_CENTER;
}
}