ES-DE/es-core/src/components/FlexboxComponent.cpp
2021-09-24 00:26:41 +02:00

220 lines
6.8 KiB
C++

// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// FlexboxComponent.cpp
//
// Flexbox layout component.
// Used by gamelist views.
//
#include "components/FlexboxComponent.h"
#include <numeric>
#include "Settings.h"
#include "ThemeData.h"
#include "resources/TextureResource.h"
FlexboxComponent::FlexboxComponent(Window* window)
: GuiComponent(window)
, mDirection(DEFAULT_DIRECTION)
, mAlign(DEFAULT_ALIGN)
, mItemsPerLine(DEFAULT_ITEMS_PER_LINE)
, mItemWidth(DEFAULT_ITEM_SIZE_X)
{
// Initialize item margins.
mItemMargin = glm::vec2{DEFAULT_MARGIN_X, DEFAULT_MARGIN_Y};
// Layout validity
mLayoutValid = false;
}
// Getters/Setters for rendering options.
void FlexboxComponent::setDirection(std::string value)
{
mDirection = value;
mLayoutValid = false;
}
std::string FlexboxComponent::getDirection() { return mDirection; }
void FlexboxComponent::setAlign(std::string value)
{
mAlign = value;
mLayoutValid = false;
}
std::string FlexboxComponent::getAlign() { return mAlign; }
void FlexboxComponent::setItemsPerLine(unsigned int value)
{
mItemsPerLine = value;
mLayoutValid = false;
}
unsigned int FlexboxComponent::getItemsPerLine() { return mItemsPerLine; }
void FlexboxComponent::setItemMargin(glm::vec2 value)
{
mItemMargin = value;
mLayoutValid = false;
}
glm::vec2 FlexboxComponent::getItemMargin() { return mItemMargin; }
void FlexboxComponent::setItemWidth(float value)
{
mItemWidth = value;
mLayoutValid = false;
}
float FlexboxComponent::getItemWidth() { return mItemWidth; }
void FlexboxComponent::onSizeChanged() {
mLayoutValid = false;
}
void FlexboxComponent::computeLayout()
{
// Start placing items in the top-left.
float anchorX = 0;
float anchorY = 0;
float anchorOriginX = 0;
float anchorOriginY = 0;
// Translation directions when placing items.
glm::vec2 directionLine = {1, 0};
glm::vec2 directionRow = {0, 1};
// Change direction.
if (mDirection == DIRECTION_COLUMN) {
directionLine = {0, 1};
directionRow = {1, 0};
}
// Set children sizes.
glm::vec2 maxItemSize = {0.0f, 0.0f};
for (auto i : mChildren) {
auto oldSize = i->getSize();
if (oldSize.x == 0)
oldSize.x = DEFAULT_ITEM_SIZE_X;
glm::vec2 newSize = {mItemWidth, oldSize.y * (mItemWidth / oldSize.x)};
i->setSize(newSize);
maxItemSize = {std::max(maxItemSize.x, newSize.x), std::max(maxItemSize.y, newSize.y)};
}
// Pre-compute layout parameters.
int n = mChildren.size();
int nLines = std::max(1, (int) std::ceil(n / std::max(1, (int) mItemsPerLine)));
float lineWidth =
(mDirection == "row" ? (maxItemSize.y + mItemMargin.y) : (maxItemSize.x + mItemMargin.x));
float anchorXStart = anchorX;
float anchorYStart = anchorY;
// Compute total container size.
glm::vec2 totalSize = {mItemMargin.x, mItemMargin.y};
if (mDirection == "row") {
totalSize.x += (mItemMargin.x + mItemWidth) * mItemsPerLine;
totalSize.y += (mItemMargin.y + maxItemSize.y) * nLines;
} else {
totalSize.x += (mItemMargin.x + mItemWidth) * nLines;
totalSize.y += (mItemMargin.y + maxItemSize.y) * mItemsPerLine;
}
// Iterate through the children.
for (int i = 0; i < n; i++) {
GuiComponent *child = mChildren[i];
auto size = child->getSize();
// Top-left anchor position.
float x = anchorX - anchorOriginX * size.x;
float y = anchorY - anchorOriginY * size.y;
// Apply item margin.
x += mItemMargin.x * (directionLine.x >= 0.0f ? 1.0f : -1.0f);
y += mItemMargin.y * (directionLine.y >= 0.0f ? 1.0f : -1.0f);
// Apply alignment
if (mAlign == ITEM_ALIGN_END) {
x += directionLine.x == 0 ? (maxItemSize.x - size.x) : 0;
y += directionLine.y == 0 ? (maxItemSize.y - size.y) : 0;
} else if (mAlign == ITEM_ALIGN_CENTER) {
x += directionLine.x == 0 ? (maxItemSize.x - size.x) / 2 : 0;
y += directionLine.y == 0 ? (maxItemSize.y - size.y) / 2 : 0;
} else if (mAlign == ITEM_ALIGN_STRETCH && mDirection == "row") {
child->setSize(child->getSize().x, maxItemSize.y);
}
// Apply origin.
if (mOrigin.x > 0 && mOrigin.x <= 1)
x -= mOrigin.x * totalSize.x;
if (mOrigin.y > 0 && mOrigin.y <= 1)
y -= mOrigin.y * totalSize.y;
// Store final item position.
child->setPosition(getPosition().x + x, getPosition().y + y);
// Translate anchor.
if ((i + 1) % std::max(1, (int) mItemsPerLine) != 0) {
// Translate on same line.
anchorX += (size.x + mItemMargin.x) * directionLine.x;
anchorY += (size.y + mItemMargin.y) * directionLine.y;
}
else {
// Translate to first position of next line.
if (directionRow.x == 0) {
anchorY += lineWidth * directionRow.y;
anchorX = anchorXStart;
} else {
anchorX += lineWidth * directionRow.x;
anchorY = anchorYStart;
}
}
}
mLayoutValid = true;
}
void FlexboxComponent::render(const glm::mat4& parentTrans) {
if (!isVisible())
return;
if (!mLayoutValid)
computeLayout();
renderChildren(parentTrans);
}
void FlexboxComponent::applyTheme(const std::shared_ptr<ThemeData>& theme,
const std::string& view,
const std::string& element,
unsigned int properties)
{
using namespace ThemeFlags;
glm::vec2 scale{getParent() ? getParent()->getSize() :
glm::vec2{static_cast<float>(Renderer::getScreenWidth()),
static_cast<float>(Renderer::getScreenHeight())}};
// TODO: How to do this without explicit 'badges' property?
const ThemeData::ThemeElement* elem = theme->getElement(view, element, "badges");
if (!elem)
return;
if (properties & DIRECTION && elem->has("direction"))
mDirection = elem->get<std::string>("direction");
if (elem->has("align"))
mAlign = elem->get<std::string>("align");
if (elem->has("itemsPerLine"))
mItemsPerLine = elem->get<float>("itemsPerLine");
if (elem->has("itemMargin"))
mItemMargin = elem->get<glm::vec2>("itemMargin");
if (elem->has("itemWidth"))
mItemWidth = elem->get<float>("itemWidth") * scale.x;
GuiComponent::applyTheme(theme, view, element, properties);
// Layout no longer valid.
mLayoutValid = false;
}
std::vector<HelpPrompt> FlexboxComponent::getHelpPrompts()
{
std::vector<HelpPrompt> prompts;
return prompts;
}