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3105073e50
now).
117 lines
3.3 KiB
C++
117 lines
3.3 KiB
C++
#pragma once
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#include "../GuiComponent.h"
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class ComponentListComponent : public GuiComponent
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{
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public:
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ComponentListComponent(Window* window, Eigen::Vector2i gridDimensions);
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virtual ~ComponentListComponent();
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enum UpdateBehavior
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{
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UpdateAlways, UpdateFocused
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};
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enum AlignmentType
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{
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AlignLeft, AlignRight, AlignCenter
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};
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//DO NOT USE NEGATIVE NUMBERS FOR POSITION OR SIZE.
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void setEntry(Eigen::Vector2i pos, Eigen::Vector2i size, GuiComponent* component, bool canFocus, AlignmentType align,
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Eigen::Matrix<bool, 1, 2> autoFit = Eigen::Matrix<bool, 1, 2>(true, true), UpdateBehavior updateType = UpdateAlways);
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void removeEntriesIn(Eigen::Vector2i pos, Eigen::Vector2i size);
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void onPositionChanged() override;
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void textInput(const char* text) override;
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bool input(InputConfig* config, Input input) override;
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void update(int deltaTime) override;
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void render(const Eigen::Affine3f& parentTrans) override;
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void forceColumnWidth(int col, unsigned int size);
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void forceRowHeight(int row, unsigned int size);
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void updateComponent(GuiComponent* cmp);
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void resetCursor();
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bool cursorValid();
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GuiComponent* getSelectedComponent();
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void moveCursor(Eigen::Vector2i dir);
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private:
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class ComponentEntry
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{
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public:
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Eigen::Vector2i pos;
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Eigen::Vector2i dim;
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GuiComponent* component;
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UpdateBehavior updateType;
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AlignmentType alignment;
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bool canFocus;
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ComponentEntry() : component(NULL), updateType(UpdateAlways), canFocus(true), alignment(AlignCenter) {};
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ComponentEntry(Eigen::Vector2i p, Eigen::Vector2i d, GuiComponent* comp, UpdateBehavior update, bool focus, AlignmentType align) : pos(p), dim(d), component(comp), updateType(update), canFocus(focus), alignment(align) {};
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operator bool() const
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{
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return component != NULL;
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}
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};
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//Offset we render components by (for scrolling). [unimplemented]
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Eigen::Vector2f mComponentOffset;
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Eigen::Vector2i mGridSize;
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ComponentEntry** mGrid;
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std::vector<ComponentEntry*> mEntries;
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void makeCells(Eigen::Vector2i size);
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void setCell(unsigned int x, unsigned int y, ComponentEntry* entry);
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ComponentEntry* getCell(unsigned int x, unsigned int y);
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unsigned int getColumnWidth(int col);
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unsigned int getRowHeight(int row);
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unsigned int* mColumnWidths;
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unsigned int* mRowHeights;
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bool* mColumnWidthForced;
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bool* mRowHeightForced;
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Eigen::Vector3f getCellOffset(Eigen::Vector2i gridPos);
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void updateSize();
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void onCursorMoved(Eigen::Vector2i from, Eigen::Vector2i to);
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Eigen::Vector2i mCursor;
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void updateComponentOffsets();
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void updateCellSize(ComponentEntry* e, bool updWidth = true, bool updHeight = true);
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};
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//ability to define a list of components in terms of a grid
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//these comments are kinda old
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//input
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//pass to selected component
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// if returns true, stop
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// else, process:
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// if input == up/down
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// scroll to prev/next selectable component in grid Y
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// if input == left/right
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// scroll to prev/next selectable component in grid X
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//entry struct/class
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// GuiComponent* component - component to work with
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// bool canFocus - can we pass input to this? (necessary for labels to not be selectable)
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// UpdateBehavior update - how to handle updates (all the time or only when focused)
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//update
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//pass update to all entries with appropriate update behavior
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//render
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//clip rect to our size
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//render a "selected" effect behind component with focus somehow
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