ES-DE/es-core/src/components/BusyComponent.cpp
Leon Styhre e4fdd1e20d Code cleanup and code documentation update.
As of this commit, the initial code cleanup and code documentation has been completed for the entire application.
2020-06-28 18:39:18 +02:00

66 lines
1.9 KiB
C++

//
// BusyComponent.cpp
//
// Animated busy indicator.
//
#include "BusyComponent.h"
#include "components/AnimatedImageComponent.h"
#include "components/ImageComponent.h"
#include "components/TextComponent.h"
// Animation definition.
AnimationFrame BUSY_ANIMATION_FRAMES[] = {
{":/graphics/busy_0.svg", 300},
{":/graphics/busy_1.svg", 300},
{":/graphics/busy_2.svg", 300},
{":/graphics/busy_3.svg", 300},
};
const AnimationDef BUSY_ANIMATION_DEF = { BUSY_ANIMATION_FRAMES, 4, true };
BusyComponent::BusyComponent(Window* window): GuiComponent(window),
mBackground(window, ":/graphics/frame.png"), mGrid(window, Vector2i(5, 3))
{
mAnimation = std::make_shared<AnimatedImageComponent>(mWindow);
mAnimation->load(&BUSY_ANIMATION_DEF);
mText = std::make_shared<TextComponent>(mWindow, "WORKING...",
Font::get(FONT_SIZE_MEDIUM), 0x777777FF);
// Col 0 = animation, col 1 = spacer, col 2 = text.
mGrid.setEntry(mAnimation, Vector2i(1, 1), false, true);
mGrid.setEntry(mText, Vector2i(3, 1), false, true);
addChild(&mBackground);
addChild(&mGrid);
}
void BusyComponent::onSizeChanged()
{
mGrid.setSize(mSize);
if (mSize.x() == 0 || mSize.y() == 0)
return;
const float middleSpacerWidth = 0.01f * Renderer::getScreenWidth();
const float textHeight = mText->getFont()->getLetterHeight();
mText->setSize(0, textHeight);
const float textWidth = mText->getSize().x() + 4;
mGrid.setColWidthPerc(1, textHeight / mSize.x()); // Animation is square.
mGrid.setColWidthPerc(2, middleSpacerWidth / mSize.x());
mGrid.setColWidthPerc(3, textWidth / mSize.x());
mGrid.setRowHeightPerc(1, textHeight / mSize.y());
mBackground.fitTo(Vector2f(mGrid.getColWidth(1) +
mGrid.getColWidth(2) + mGrid.getColWidth(3), textHeight + 2),
mAnimation->getPosition(), Vector2f(0, 0));
}
void BusyComponent::reset()
{
//mAnimation->reset();
}