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https://github.com/RetroDECK/ES-DE.git
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719483864c
Tweaked IList and ComponentList for this.
88 lines
2.8 KiB
C++
88 lines
2.8 KiB
C++
#pragma once
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#include "IList.h"
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#include <functional>
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struct ComponentListElement
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{
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ComponentListElement(const std::shared_ptr<GuiComponent>& cmp = nullptr, bool resize_w = true, bool inv = true)
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: component(cmp), resize_width(resize_w), invert_when_selected(inv) { };
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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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{
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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 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 to forward the input to
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// the rightmost element in the currently selected row.
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std::function<bool(InputConfig*, Input)> input_handler;
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inline void addElement(const std::shared_ptr<GuiComponent>& component, bool resize_width, 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 method for making an input handler for "when the users presses A on this, do func."
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inline 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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{
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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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void addRow(const ComponentListRow& row, bool setCursorHere = false);
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void textInput(const char* 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 Eigen::Affine3f& 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;
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void onFocusLost() override;
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bool moveCursor(int amt);
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inline int getCursorId() const { return mCursor; }
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float getTotalRowHeight() const;
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inline float getRowHeight(int row) const { return getRowHeight(mEntries.at(row).data); }
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inline void setCursorChangedCallback(const std::function<void(CursorState state)>& callback) { mCursorChangedCallback = callback; };
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inline const std::function<void(CursorState state)>& getCursorChangedCallback() const { return mCursorChangedCallback; };
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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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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 mSelectorBarOffset;
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float mCameraOffset;
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std::function<void(CursorState state)> mCursorChangedCallback;
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};
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