mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2024-11-26 16:15:39 +00:00
3a1c9d41ce
Also cleaned up some code and fixed an issue where navigation sounds would not play when using the shoulder buttons.
511 lines
17 KiB
C++
511 lines
17 KiB
C++
// SPDX-License-Identifier: MIT
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//
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// EmulationStation Desktop Edition
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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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#include "resources/Font.h"
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#define TOTAL_HORIZONTAL_PADDING_PX 20.0f
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ComponentList::ComponentList()
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: IList<ComponentListRow, void*> {LIST_SCROLL_STYLE_SLOW, ListLoopType::LIST_NEVER_LOOP}
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, mRenderer {Renderer::getInstance()}
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, mFocused {false}
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, mSetupCompleted {false}
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, mBottomCameraOffset {false}
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, mSingleRowScroll {false}
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, mSelectorBarOffset {0.0f}
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, mCameraOffset {0.0f}
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, mLoopRows {false}
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, mLoopScroll {false}
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, mLoopOffset {0}
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, mLoopOffset2 {0}
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, mLoopTime {0}
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, mScrollIndicatorStatus {SCROLL_NONE}
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{
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// Adjust the padding relative to the aspect ratio and screen resolution to make it look
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// coherent regardless of screen type. The 1.778 aspect ratio value is the 16:9 reference.
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float aspectValue {1.778f / Renderer::getScreenAspectRatio()};
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mHorizontalPadding =
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TOTAL_HORIZONTAL_PADDING_PX * aspectValue * Renderer::getScreenWidthModifier();
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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 = nullptr;
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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 = static_cast<int>(mEntries.size()) - 1;
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onCursorChanged(CursorState::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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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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mSingleRowScroll = false;
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if (input.value &&
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(config->isMappedTo("a", input) || config->isMappedLike("lefttrigger", input) ||
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config->isMappedLike("righttrigger", input))) {
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stopScrolling();
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}
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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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mSingleRowScroll = true;
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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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mSingleRowScroll = true;
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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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if (input.value != 0) {
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mSelectorBarOffset = 0;
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return listFirstRow();
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}
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}
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else if (config->isMappedLike("righttrigger", input)) {
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if (input.value != 0) {
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mSelectorBarOffset = mEntries.size() - 1.0f;
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return listLastRow();
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}
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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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if (!mFocused && mLoopRows) {
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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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const float totalHeight = getTotalRowHeight();
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// Scroll indicator logic, used by ScrollIndicatorComponent.
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bool scrollIndicatorChanged = false;
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if (totalHeight > mSize.y) {
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if (mCameraOffset == 0) {
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if (mScrollIndicatorStatus != SCROLL_DOWN) {
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mScrollIndicatorStatus = SCROLL_DOWN;
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scrollIndicatorChanged = true;
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}
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}
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else if (mBottomCameraOffset) {
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if (mScrollIndicatorStatus != SCROLL_UP) {
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mScrollIndicatorStatus = SCROLL_UP;
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scrollIndicatorChanged = true;
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}
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}
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else if (mCameraOffset > 0) {
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if (mScrollIndicatorStatus != SCROLL_UP_DOWN) {
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mScrollIndicatorStatus = SCROLL_UP_DOWN;
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scrollIndicatorChanged = true;
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}
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}
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}
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if (scrollIndicatorChanged == true && mScrollIndicatorChangedCallback != nullptr)
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mScrollIndicatorChangedCallback(mScrollIndicatorStatus, mSingleRowScroll);
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listUpdate(deltaTime);
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if (size()) {
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float rowWidth {0.0f};
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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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rowWidth += it->component->getSize().x;
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}
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if (mLoopRows && rowWidth + mHorizontalPadding / 2.0f > mSize.x) {
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// Loop the text.
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const float speed {
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Font::get(FONT_SIZE_MEDIUM)->sizeText("ABCDEFGHIJKLMNOPQRSTUVWXYZ").x * 0.247f};
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const float delay {1500.0f};
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const float scrollLength {rowWidth};
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const float returnLength {speed * 1.5f};
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const float scrollTime {(scrollLength * 1000.0f) / speed};
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const float returnTime {(returnLength * 1000.0f) / speed};
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const int maxTime {static_cast<int>(delay + scrollTime + returnTime)};
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mLoopTime += deltaTime;
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while (mLoopTime > maxTime)
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mLoopTime -= maxTime;
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mLoopOffset = static_cast<int>(Utils::Math::loop(delay, scrollTime + returnTime,
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static_cast<float>(mLoopTime),
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scrollLength + returnLength));
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if (mLoopOffset > (scrollLength - (mSize.x - returnLength)))
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mLoopOffset2 = static_cast<int>(mLoopOffset - (scrollLength + returnLength));
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else if (mLoopOffset2 < 0)
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mLoopOffset2 = 0;
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}
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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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mSetupCompleted = true;
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if (mLoopRows) {
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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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// 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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float oldCameraOffset = mCameraOffset;
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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 =
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mSelectorBarOffset + getRowHeight(mEntries.at(mCursor).data) / 2.0f - (mSize.y / 2.0f);
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// Clamp the camera to prevent a fraction of a row from being displayed.
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mCameraOffset = 0.0f;
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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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if (mCameraOffset > totalHeight - mSize.y) {
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if (mSetupCompleted) {
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if (mScrollIndicatorStatus == ComponentList::SCROLL_NONE &&
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oldCameraOffset == 0.0f)
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break;
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if (mScrollIndicatorStatus != ComponentList::SCROLL_NONE &&
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oldCameraOffset == 0.0f)
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mBottomCameraOffset = true;
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else if (mCameraOffset != oldCameraOffset)
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mBottomCameraOffset = true;
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}
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break;
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}
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++i;
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}
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if (mCameraOffset < oldCameraOffset &&
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(oldCameraOffset > mSelectorBarOffset ||
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mScrollIndicatorStatus != ComponentList::SCROLL_NONE))
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mBottomCameraOffset = false;
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if (mCameraOffset < 0.0f)
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mCameraOffset = 0.0f;
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}
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else {
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mCameraOffset = 0.0f;
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}
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}
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void ComponentList::render(const glm::mat4& parentTrans)
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{
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if (!size())
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return;
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glm::mat4 trans {parentTrans * getTransform()};
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// Clip everything to be inside our bounds.
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glm::vec3 dim {mSize.x, mSize.y, 0.0f};
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dim.x = (trans[0].x * dim.x + trans[3].x) - trans[3].x;
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dim.y = (trans[1].y * dim.y + trans[3].y) - trans[3].y;
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const int clipRectPosX {static_cast<int>(std::round(trans[3].x))};
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const int clipRectPosY {static_cast<int>(std::round(trans[3].y))};
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const int clipRectSizeX {static_cast<int>(std::round(dim.x))};
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const int clipRectSizeY {static_cast<int>(std::round(dim.y))};
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mRenderer->pushClipRect(glm::ivec2 {clipRectPosX, clipRectPosY},
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glm::ivec2 {clipRectSizeX, clipRectSizeY});
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// Scroll the camera.
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trans = glm::translate(trans, glm::vec3 {0.0f, -mCameraOffset, 0.0f});
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glm::mat4 loopTrans {trans};
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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 (size_t i = 0; i < mEntries.size(); ++i) {
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if (mLoopRows && mFocused && mLoopOffset > 0) {
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loopTrans =
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glm::translate(trans, glm::vec3 {static_cast<float>(-mLoopOffset), 0.0f, 0.0f});
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}
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auto& entry = mEntries.at(i);
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drawAll = !mFocused || i != static_cast<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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auto renderLoopFunc = [&]() {
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// Needed to avoid flickering when returning to the start position.
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if (mLoopOffset == 0 && mLoopOffset2 == 0)
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mLoopScroll = false;
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it->component->render(loopTrans);
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// Render row again if text is moved far enough for it to repeat.
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if (mLoopOffset2 < 0 || mLoopScroll) {
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mLoopScroll = true;
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loopTrans = glm::translate(
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trans, glm::vec3 {static_cast<float>(-mLoopOffset2), 0.0f, 0.0f});
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it->component->render(loopTrans);
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}
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};
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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 or image before inverting, as it would otherwise lead to an ugly
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// inverted color (e.g. red inverting to a green hue).
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if (mFocused && i == static_cast<size_t>(mCursor) &&
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it->component->getValue() != "") {
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// Check if we're dealing with text or an image component.
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bool isTextComponent = true;
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unsigned int origColor = it->component->getColor();
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if (origColor == 0) {
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origColor = it->component->getColorShift();
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isTextComponent = false;
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}
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// Check if the color is neutral.
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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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renderLoopFunc();
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}
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else {
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if (isTextComponent)
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it->component->setColor(DEFAULT_INVERTED_TEXTCOLOR);
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else
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it->component->setColorShift(DEFAULT_INVERTED_IMAGECOLOR);
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renderLoopFunc();
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// Revert to the original color after rendering.
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if (isTextComponent)
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it->component->setColor(origColor);
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else
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it->component->setColorShift(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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}
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// Custom rendering.
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mRenderer->setMatrix(trans);
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// Draw selector bar.
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if (mFocused) {
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const float selectedRowHeight = getRowHeight(mEntries.at(mCursor).data);
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if (mOpacity == 1.0f) {
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mRenderer->drawRect(0.0f, mSelectorBarOffset, std::ceil(mSize.x), selectedRowHeight,
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0xFFFFFFFF, 0xFFFFFFFF, false, mOpacity, mDimming,
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Renderer::BlendFactor::ONE_MINUS_DST_COLOR,
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Renderer::BlendFactor::ZERO);
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mRenderer->drawRect(0.0f, mSelectorBarOffset, std::ceil(mSize.x), selectedRowHeight,
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0x777777FF, 0x777777FF, false, mOpacity, mDimming,
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Renderer::BlendFactor::ONE, Renderer::BlendFactor::ONE);
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}
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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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mRenderer->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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mRenderer->drawRect(0.0f, y, std::ceil(mSize.x), 1.0f * Renderer::getScreenHeightModifier(),
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0xC6C7C6FF, 0xC6C7C6FF, false, mOpacity, mDimming);
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y += getRowHeight(mEntries.at(i).data);
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}
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mRenderer->drawRect(0.0f, y, std::ceil(mSize.x), 1.0f * Renderer::getScreenHeightModifier(),
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0xC6C7C6FF, 0xC6C7C6FF, false, mOpacity, mDimming);
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mRenderer->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 std::floor(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 = mHorizontalPadding / 2.0f;
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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 - std::round(comp->getSize().y)) / 2.0f + 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 - mHorizontalPadding;
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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 std::string& 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;
|
|
}
|
|
|
|
bool ComponentList::moveCursor(int amt)
|
|
{
|
|
bool ret = listInput(amt);
|
|
listInput(0);
|
|
return ret;
|
|
}
|