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ade0160ffe
Also made the value 'unknown' be set for some entries when clearing them individually in the metadata editor.
245 lines
8.5 KiB
C++
245 lines
8.5 KiB
C++
// SPDX-License-Identifier: MIT
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//
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// EmulationStation Desktop Edition
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// GuiComponent.h
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//
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// Basic GUI component handling such as placement, rotation, Z-order, rendering and animation.
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//
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#ifndef ES_CORE_GUI_COMPONENT_H
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#define ES_CORE_GUI_COMPONENT_H
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#include "math/Misc.h"
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#include "math/Transform4x4f.h"
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#include "HelpPrompt.h"
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#include "HelpStyle.h"
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#include "InputConfig.h"
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#include <functional>
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#include <memory>
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#define DEFAULT_TEXTCOLOR 0x777777FF
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#define DEFAULT_INVERTED_TEXTCOLOR 0x444444FF
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#define DEFAULT_INVERTED_IMAGECOLOR 0x666666FF
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#define DEFAULT_COLORSHIFT 0xFFFFFFFF
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#define ICONCOLOR_SCRAPERMARKED 0xFF7777FF
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#define ICONCOLOR_USERMARKED 0x7777FFFF
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#define TEXTCOLOR_SCRAPERMARKED 0x992222FF
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#define TEXTCOLOR_USERMARKED 0x222299FF
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#define DISABLED_OPACITY 80
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class Animation;
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class AnimationController;
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class Font;
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class InputConfig;
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class ThemeData;
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class Window;
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class GuiComponent
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{
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public:
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GuiComponent(Window* window);
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virtual ~GuiComponent();
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virtual void textInput(const std::string& text);
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// Called when input is received.
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// Return true if the input is consumed, false if
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// it should continue to be passed to other children.
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virtual bool input(InputConfig* config, Input input);
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// Called when time passes.
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// Default implementation calls updateSelf(deltaTime) and updateChildren(deltaTime).
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// So you should probably call GuiComponent::update(deltaTime) at some point (or at
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// least updateSelf so animations work).
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virtual void update(int deltaTime);
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// Called when it's time to render.
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// By default, just calls renderChildren(parentTrans * getTransform()).
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// You probably want to override this like so:
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// 1. Calculate the new transform that your control will draw at with
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// Transform4x4f t = parentTrans * getTransform().
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// 2. Set the renderer to use that new transform as the model matrix
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// Renderer::setMatrix(t);
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// 3. Draw your component.
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// 4. Tell your children to render, based on your component's transform - renderChildren(t).
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virtual void render(const Transform4x4f& parentTrans);
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Vector3f getPosition() const;
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inline void setPosition(const Vector3f& offset)
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{ setPosition(offset.x(), offset.y(), offset.z()); }
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void setPosition(float x, float y, float z = 0.0f);
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virtual void onPositionChanged() {};
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// Sets the origin as a percentage of this image.
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// (e.g. (0, 0) is top left, (0.5, 0.5) is the center.)
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Vector2f getOrigin() const;
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void setOrigin(float originX, float originY);
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inline void setOrigin(Vector2f origin) { setOrigin(origin.x(), origin.y()); }
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virtual void onOriginChanged() {};
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// Sets the rotation origin as a percentage of this image.
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// (e.g. (0, 0) is top left, (0.5, 0.5) is the center.)
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Vector2f getRotationOrigin() const;
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void setRotationOrigin(float originX, float originY);
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inline void setRotationOrigin(Vector2f origin)
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{ setRotationOrigin(origin.x(), origin.y()); }
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virtual Vector2f getSize() const;
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inline void setSize(const Vector2f& size) { setSize(size.x(), size.y()); }
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void setSize(float w, float h);
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virtual void setResize(float width, float height) {};
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virtual void onSizeChanged() {};
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virtual Vector2f getRotationSize() const { return getSize(); };
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float getRotation() const;
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void setRotation(float rotation);
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inline void setRotationDegrees(float rotation) {
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setRotation(static_cast<float>(ES_DEG_TO_RAD(rotation))); }
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float getScale() const;
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void setScale(float scale);
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float getZIndex() const;
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void setZIndex(float zIndex);
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float getDefaultZIndex() const;
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void setDefaultZIndex(float zIndex);
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bool isVisible() const;
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void setVisible(bool visible);
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// Returns the center point of the image (takes origin into account).
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Vector2f getCenter() const;
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void setParent(GuiComponent* parent);
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GuiComponent* getParent() const;
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void addChild(GuiComponent* cmp);
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void removeChild(GuiComponent* cmp);
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void clearChildren();
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void sortChildren();
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unsigned int getChildCount() const;
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int getChildIndex() const;
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GuiComponent* getChild(unsigned int i) const;
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// Animation will be automatically deleted when it completes or is stopped.
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bool isAnimationPlaying(unsigned char slot) const;
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bool isAnimationReversed(unsigned char slot) const;
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int getAnimationTime(unsigned char slot) const;
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void setAnimation(Animation* animation, int delay = 0,
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std::function<void()> finishedCallback = nullptr,
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bool reverse = false, unsigned char slot = 0);
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bool stopAnimation(unsigned char slot);
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// Like stopAnimation, but doesn't call finishedCallback - only removes the animation, leaving
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// things in their current state. Returns true if successful (an animation was in this slot).
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bool cancelAnimation(unsigned char slot);
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// Calls update(1.f) and finishedCallback, then deletes the animation - basically skips
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// to the end. Returns true if successful (an animation was in this slot).
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bool finishAnimation(unsigned char slot);
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// Returns true if successful (an animation was in this slot).
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bool advanceAnimation(unsigned char slot, unsigned int time);
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void stopAllAnimations();
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void cancelAllAnimations();
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virtual bool isListScrolling() { return false; };
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virtual void stopListScrolling() {};
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virtual unsigned char getOpacity() const;
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virtual void setOpacity(unsigned char opacity);
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virtual unsigned int getColor() const;
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virtual unsigned int getColorShift() const;
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virtual void setColor(unsigned int color);
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virtual float getSaturation() const;
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virtual void setSaturation(float saturation);
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virtual void setColorShift(unsigned int color);
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virtual void setOriginalColor(unsigned int color) { mColorOriginalValue = color; };
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virtual void setChangedColor(unsigned int color) { mColorChangedValue = color; };
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// These functions are used to enable and disable options in menus, i.e. switches and similar.
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virtual bool getEnabled() { return mEnabled; };
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virtual void setEnabled(bool state) { mEnabled = state; };
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const Transform4x4f& getTransform();
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virtual std::string getValue() const;
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virtual void setValue(const std::string& value);
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virtual std::string getHiddenValue() const;
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virtual void setHiddenValue(const std::string& value);
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virtual void onFocusGained() {};
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virtual void onFocusLost() {};
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virtual void onShow();
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virtual void onHide();
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virtual void onPauseVideo();
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virtual void onUnpauseVideo();
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virtual bool isVideoPaused() { return false; };
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virtual void onScreensaverActivate();
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virtual void onScreensaverDeactivate();
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virtual void onGameLaunchedActivate();
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virtual void onGameLaunchedDeactivate();
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virtual void topWindow(bool isTop);
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// Default implementation just handles <pos> and <size> tags as normalized float pairs.
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// You probably want to keep this behavior for any derived classes as well as add your own.
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virtual void applyTheme(const std::shared_ptr<ThemeData>& theme,
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const std::string& view, const std::string& element, unsigned int properties);
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// Returns a list of help prompts.
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virtual std::vector<HelpPrompt> getHelpPrompts() { return std::vector<HelpPrompt>(); };
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// Called whenever help prompts change.
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void updateHelpPrompts();
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virtual HelpStyle getHelpStyle();
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// Returns true if the component is busy doing background processing (e.g. HTTP downloads).
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bool isProcessing() const;
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const static unsigned char MAX_ANIMATIONS = 4;
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protected:
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void renderChildren(const Transform4x4f& transform) const;
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void updateSelf(int deltaTime); // Updates animations.
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void updateChildren(int deltaTime); // Updates animations.
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unsigned char mOpacity;
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unsigned int mColor;
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float mSaturation;
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unsigned char mColorOpacity;
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unsigned int mColorShift;
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unsigned int mColorShiftEnd;
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unsigned int mColorOriginalValue;
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unsigned int mColorChangedValue;
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Window* mWindow;
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GuiComponent* mParent;
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std::vector<GuiComponent*> mChildren;
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Vector3f mPosition;
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Vector2f mOrigin;
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Vector2f mRotationOrigin;
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Vector2f mSize;
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float mRotation = 0.0;
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float mScale = 1.0;
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float mDefaultZIndex = 0;
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float mZIndex = 0;
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bool mIsProcessing;
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bool mVisible;
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bool mEnabled;
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private:
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// Don't access this directly! Use getTransform()!
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Transform4x4f mTransform;
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AnimationController* mAnimationMap[MAX_ANIMATIONS];
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};
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#endif // ES_CORE_GUI_COMPONENT_H
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