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152 lines
4.6 KiB
C++
152 lines
4.6 KiB
C++
// SPDX-License-Identifier: MIT
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//
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// EmulationStation Desktop Edition
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// ComponentList.h
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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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#ifndef ES_CORE_COMPONENTS_COMPONENT_LIST_H
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#define ES_CORE_COMPONENTS_COMPONENT_LIST_H
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#include "IList.h"
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struct ComponentListElement {
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ComponentListElement(const std::shared_ptr<GuiComponent>& cmp = nullptr,
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bool resize_w = true,
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bool inv = true)
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: component(cmp)
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, resize_width(resize_w)
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, invert_when_selected(inv)
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{
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}
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std::shared_ptr<GuiComponent> component;
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bool resize_width;
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bool invert_when_selected;
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};
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struct ComponentListRow {
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std::vector<ComponentListElement> elements;
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// The input handler is called when the user enters any input while this row is
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// highlighted (including up/down).
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// Return false to let the list try to use it or true if the input has been consumed.
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// If no input handler is supplied (input_handler == nullptr), the default behavior is
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// to forward the input to the rightmost element in the currently selected row.
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std::function<bool(InputConfig*, Input)> input_handler;
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void addElement(const std::shared_ptr<GuiComponent>& component,
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bool resize_width,
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bool invert_when_selected = true)
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{
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elements.push_back(ComponentListElement(component, resize_width, invert_when_selected));
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}
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// Utility function for making an input handler for "when the users presses A on this, do func".
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void makeAcceptInputHandler(const std::function<void()>& func)
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{
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input_handler = [func](InputConfig* config, Input input) -> bool {
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if (config->isMappedTo("a", input) && input.value != 0) {
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func();
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return true;
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}
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return false;
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};
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}
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};
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class ComponentList : public IList<ComponentListRow, void*>
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{
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public:
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ComponentList(Window* window);
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enum ScrollIndicator {
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SCROLL_NONE, // Replace with AllowShortEnumsOnASingleLine: false (clang-format >=11.0).
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SCROLL_UP,
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SCROLL_UP_DOWN,
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SCROLL_DOWN
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};
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void addRow(const ComponentListRow& row, bool setCursorHere = false);
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void textInput(const std::string& 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 glm::mat4& parentTrans) override;
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virtual std::vector<HelpPrompt> getHelpPrompts() override;
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void onSizeChanged() override;
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void onFocusGained() override { mFocused = true; }
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void onFocusLost() override { mFocused = false; }
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bool moveCursor(int amt);
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int getCursorId() const { return mCursor; }
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float getTotalRowHeight() const;
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float getRowHeight(int row) const { return getRowHeight(mEntries.at(row).data); }
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// Horizontal looping for row content that doesn't fit on-screen.
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void setLoopRows(bool state) { mLoopRows = state; }
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void stopLooping()
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{
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mLoopOffset = 0;
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mLoopOffset2 = 0;
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mLoopTime = 0;
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}
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void resetScrollIndicatorStatus()
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{
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mScrollIndicatorStatus = SCROLL_NONE;
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if (mScrollIndicatorChangedCallback != nullptr)
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mScrollIndicatorChangedCallback(mScrollIndicatorStatus, false);
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}
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void setCursorChangedCallback(const std::function<void(CursorState state)>& callback)
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{
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mCursorChangedCallback = callback;
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}
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const std::function<void(CursorState state)>& getCursorChangedCallback() const
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{
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return mCursorChangedCallback;
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}
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void setScrollIndicatorChangedCallback(
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const std::function<void(ScrollIndicator state, bool singleRowScroll)>& callback)
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{
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mScrollIndicatorChangedCallback = callback;
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}
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protected:
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void onCursorChanged(const CursorState& state) override;
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private:
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bool mFocused;
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bool mSetupCompleted;
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bool mBottomCameraOffset;
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bool mSingleRowScroll;
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void updateCameraOffset();
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void updateElementPosition(const ComponentListRow& row);
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void updateElementSize(const ComponentListRow& row);
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float getRowHeight(const ComponentListRow& row) const;
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float mHorizontalPadding;
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float mSelectorBarOffset;
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float mCameraOffset;
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bool mLoopRows;
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bool mLoopScroll;
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int mLoopOffset;
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int mLoopOffset2;
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int mLoopTime;
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std::function<void(CursorState state)> mCursorChangedCallback;
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std::function<void(ScrollIndicator state, bool singleRowScroll)>
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mScrollIndicatorChangedCallback;
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ScrollIndicator mScrollIndicatorStatus;
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};
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#endif // ES_CORE_COMPONENTS_COMPONENT_LIST_H
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