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481 lines
14 KiB
C++
481 lines
14 KiB
C++
#pragma once
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#ifndef ES_CORE_COMPONENTS_IMAGE_GRID_COMPONENT_H
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#define ES_CORE_COMPONENTS_IMAGE_GRID_COMPONENT_H
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#include "Log.h"
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#include "components/IList.h"
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#include "resources/TextureResource.h"
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#include "GridTileComponent.h"
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enum ScrollDirection
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{
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SCROLL_VERTICALLY,
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SCROLL_HORIZONTALLY
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};
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struct ImageGridData
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{
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std::string texturePath;
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};
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template<typename T>
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class ImageGridComponent : public IList<ImageGridData, T>
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{
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protected:
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using IList<ImageGridData, T>::mEntries;
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using IList<ImageGridData, T>::mScrollTier;
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using IList<ImageGridData, T>::listUpdate;
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using IList<ImageGridData, T>::listInput;
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using IList<ImageGridData, T>::listRenderTitleOverlay;
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using IList<ImageGridData, T>::getTransform;
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using IList<ImageGridData, T>::mSize;
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using IList<ImageGridData, T>::mCursor;
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using IList<ImageGridData, T>::Entry;
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using IList<ImageGridData, T>::mWindow;
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public:
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using IList<ImageGridData, T>::size;
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using IList<ImageGridData, T>::isScrolling;
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using IList<ImageGridData, T>::stopScrolling;
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ImageGridComponent(Window* window);
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void add(const std::string& name, const std::string& imagePath, const T& obj);
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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 Transform4x4f& parentTrans) override;
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virtual void applyTheme(const std::shared_ptr<ThemeData>& theme, const std::string& view, const std::string& element, unsigned int properties) override;
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void onSizeChanged() override;
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inline void setCursorChangedCallback(const std::function<void(CursorState state)>& func) { mCursorChangedCallback = func; }
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protected:
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virtual void onCursorChanged(const CursorState& state) override;
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private:
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// TILES
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void buildTiles();
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void updateTiles();
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void updateTileAtPos(int tilePos, int imgPos, int bufferTop, int bufferBot);
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int getStartPosition() const;
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void calcGridDimension();
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// IMAGES & ENTRIES
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const int texBuffersBehind[4] = { 1, 1, 1, 1 };
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const int texBuffersForward[4] = { 1, 2, 3, 3 };
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bool mEntriesDirty;
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int mLastCursor;
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std::string mDefaultGameTexture;
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std::string mDefaultFolderTexture;
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// TILES
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bool mLastRowPartial;
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Vector2f mMargin;
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Vector2f mTileSize;
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Vector2i mGridDimension;
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std::shared_ptr<ThemeData> mTheme;
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std::vector< std::shared_ptr<GridTileComponent> > mTiles;
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// MISCELLANEOUS
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ScrollDirection mScrollDirection;
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std::function<void(CursorState state)> mCursorChangedCallback;
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};
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template<typename T>
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ImageGridComponent<T>::ImageGridComponent(Window* window) : IList<ImageGridData, T>(window)
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{
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Vector2f screen = Vector2f((float)Renderer::getScreenWidth(), (float)Renderer::getScreenHeight());
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mEntriesDirty = true;
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mLastCursor = 0;
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mDefaultGameTexture = ":/cartridge.svg";
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mDefaultFolderTexture = ":/folder.svg";
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mSize = screen * 0.80f;
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mMargin = screen * 0.07f;
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mTileSize = GridTileComponent::getDefaultTileSize();
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mScrollDirection = SCROLL_VERTICALLY;
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}
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template<typename T>
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void ImageGridComponent<T>::add(const std::string& name, const std::string& imagePath, const T& obj)
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{
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typename IList<ImageGridData, T>::Entry entry;
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entry.name = name;
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entry.object = obj;
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entry.data.texturePath = imagePath;
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static_cast<IList< ImageGridData, T >*>(this)->add(entry);
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mEntriesDirty = true;
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}
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template<typename T>
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bool ImageGridComponent<T>::input(InputConfig* config, Input input)
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{
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if(input.value != 0)
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{
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Vector2i dir = Vector2i::Zero();
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if(config->isMappedLike("up", input))
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dir[1 ^ mScrollDirection] = -1;
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else if(config->isMappedLike("down", input))
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dir[1 ^ mScrollDirection] = 1;
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else if(config->isMappedLike("left", input))
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dir[0 ^ mScrollDirection] = -1;
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else if(config->isMappedLike("right", input))
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dir[0 ^ mScrollDirection] = 1;
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if(dir != Vector2i::Zero())
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{
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listInput(dir.x() + dir.y() * mGridDimension.x());
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return true;
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}
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}else{
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if(config->isMappedLike("up", input) || config->isMappedLike("down", input) || config->isMappedLike("left", input) || config->isMappedLike("right", input))
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{
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stopScrolling();
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}
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}
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return GuiComponent::input(config, input);
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}
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template<typename T>
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void ImageGridComponent<T>::update(int deltaTime)
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{
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listUpdate(deltaTime);
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for(auto it = mTiles.begin(); it != mTiles.end(); it++)
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(*it)->update();
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}
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template<typename T>
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void ImageGridComponent<T>::render(const Transform4x4f& parentTrans)
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{
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Transform4x4f trans = getTransform() * parentTrans;
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if(mEntriesDirty)
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{
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updateTiles();
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mEntriesDirty = false;
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}
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// Create a clipRect to hide tiles used to buffer texture loading
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float scaleX = trans.r0().x();
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float scaleY = trans.r1().y();
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Vector2i pos((int)Math::round(trans.translation()[0]), (int)Math::round(trans.translation()[1]));
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Vector2i size((int)Math::round(mSize.x() * scaleX), (int)Math::round(mSize.y() * scaleY));
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Renderer::pushClipRect(pos, size);
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// Render all the tiles but the selected one
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std::shared_ptr<GridTileComponent> selectedTile = NULL;
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for(auto it = mTiles.begin(); it != mTiles.end(); it++)
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{
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std::shared_ptr<GridTileComponent> tile = (*it);
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// If it's the selected image, keep it for later, otherwise render it now
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if(tile->isSelected())
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selectedTile = tile;
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else
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tile->render(trans);
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}
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Renderer::popClipRect();
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// Render the selected image on top of the others
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if (selectedTile != NULL)
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selectedTile->render(trans);
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listRenderTitleOverlay(trans);
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GuiComponent::renderChildren(trans);
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}
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template<typename T>
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void ImageGridComponent<T>::applyTheme(const std::shared_ptr<ThemeData>& theme, const std::string& view, const std::string& element, unsigned int properties)
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{
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// Apply theme to GuiComponent but not size property, which will be applied at the end of this function
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GuiComponent::applyTheme(theme, view, element, properties ^ ThemeFlags::SIZE);
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// Keep the theme pointer to apply it on the tiles later on
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mTheme = theme;
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Vector2f screen = Vector2f((float)Renderer::getScreenWidth(), (float)Renderer::getScreenHeight());
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const ThemeData::ThemeElement* elem = theme->getElement(view, element, "imagegrid");
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if (elem)
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{
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if (elem->has("margin"))
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mMargin = elem->get<Vector2f>("margin") * screen;
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if (elem->has("scrollDirection"))
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mScrollDirection = (ScrollDirection)(elem->get<std::string>("scrollDirection") == "horizontal");
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if (elem->has("gameImage"))
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{
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std::string path = elem->get<std::string>("gameImage");
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if (!ResourceManager::getInstance()->fileExists(path))
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LOG(LogWarning) << "Could not replace default game image, check path: " << path;
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else
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{
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std::string oldDefaultGameTexture = mDefaultGameTexture;
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mDefaultGameTexture = path;
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// mEntries are already loaded at this point,
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// so we need to update them with new game image texture
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for (auto it = mEntries.begin(); it != mEntries.end(); it++)
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{
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if ((*it).data.texturePath == oldDefaultGameTexture)
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(*it).data.texturePath = mDefaultGameTexture;
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}
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}
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}
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if (elem->has("folderImage"))
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{
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std::string path = elem->get<std::string>("folderImage");
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if (!ResourceManager::getInstance()->fileExists(path))
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LOG(LogWarning) << "Could not replace default folder image, check path: " << path;
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else
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{
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std::string oldDefaultFolderTexture = mDefaultFolderTexture;
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mDefaultFolderTexture = path;
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// mEntries are already loaded at this point,
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// so we need to update them with new folder image texture
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for (auto it = mEntries.begin(); it != mEntries.end(); it++)
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{
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if ((*it).data.texturePath == oldDefaultFolderTexture)
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(*it).data.texturePath = mDefaultFolderTexture;
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}
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}
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}
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}
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// We still need to manually get the grid tile size here,
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// so we can recalculate the new grid dimension, and THEN (re)build the tiles
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elem = theme->getElement(view, "default", "gridtile");
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mTileSize = elem && elem->has("size") ?
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elem->get<Vector2f>("size") * screen :
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GridTileComponent::getDefaultTileSize();
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// Apply size property, will trigger a call to onSizeChanged() which will build the tiles
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GuiComponent::applyTheme(theme, view, element, ThemeFlags::SIZE);
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// Trigger the call manually if the theme have no "imagegrid" element
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if (!elem)
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buildTiles();
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}
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template<typename T>
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void ImageGridComponent<T>::onSizeChanged()
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{
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buildTiles();
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updateTiles();
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}
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template<typename T>
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void ImageGridComponent<T>::onCursorChanged(const CursorState& state)
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{
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updateTiles();
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if(mCursorChangedCallback)
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mCursorChangedCallback(state);
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}
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// Create and position tiles (mTiles)
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template<typename T>
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void ImageGridComponent<T>::buildTiles()
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{
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mTiles.clear();
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calcGridDimension();
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Vector2f tileDistance = mTileSize + mMargin;
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Vector2f bufferSize = Vector2f(mScrollDirection == SCROLL_HORIZONTALLY ? tileDistance.x() * texBuffersForward[3] : 0,
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mScrollDirection == SCROLL_VERTICALLY ? tileDistance.y() * texBuffersForward[3] : 0);
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Vector2f startPosition = mTileSize / 2 - bufferSize;
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int X, Y;
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// Layout tile size and position
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for(int y = 0; y < mGridDimension.y(); y++)
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{
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for(int x = 0; x < mGridDimension.x(); x++)
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{
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// Create tiles
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auto tile = std::make_shared<GridTileComponent>(mWindow);
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// In Vertical mod, tiles are ordered from left to right, then from top to bottom
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// In Horizontal mod, tiles are ordered from top to bottom, then from left to right
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X = mScrollDirection == SCROLL_VERTICALLY ? x : y;
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Y = mScrollDirection == SCROLL_VERTICALLY ? y : x;
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tile->setPosition(X * tileDistance.x() + startPosition.x(), Y * tileDistance.y() + startPosition.y());
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tile->setOrigin(0.5f, 0.5f);
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tile->setImage("");
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if (mTheme)
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tile->applyTheme(mTheme, "grid", "gridtile", ThemeFlags::ALL);
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mTiles.push_back(tile);
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}
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}
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}
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template<typename T>
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void ImageGridComponent<T>::updateTiles()
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{
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if (!mTiles.size())
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return;
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// Stop updating the tiles at highest scroll speed
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if (mScrollTier == 3)
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{
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for (int ti = 0; ti < mTiles.size(); ti++)
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{
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std::shared_ptr<GridTileComponent> tile = mTiles.at(ti);
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tile->setSelected(false);
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tile->setImage(mDefaultGameTexture);
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tile->setVisible(false);
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}
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return;
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}
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// 1 if scrolling down, -1 if scrolling up
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int scrollDirection = mCursor >= mLastCursor ? 1 : -1;
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// If going down, update from top to bottom
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// If going up, update from bottom to top
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int ti = scrollDirection == 1 ? 0 : mTiles.size() - 1;
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int end = scrollDirection == 1 ? mTiles.size() : -1;
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int img = getStartPosition();
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if (scrollDirection == -1)
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img += mTiles.size() - 1;
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// Calculate buffer size depending on scroll speed and direction
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int bufferBehind = (texBuffersForward[3] - texBuffersBehind[mScrollTier]) * mGridDimension.x();
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int bufferForward = (texBuffersForward[3] - texBuffersForward[mScrollTier]) * mGridDimension.x();
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int bufferTop = scrollDirection == 1 ? bufferBehind : bufferForward;
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int bufferBot = scrollDirection == 1 ? bufferForward : bufferBehind;
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// Update the tiles
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while (ti != end)
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{
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updateTileAtPos(ti, img, bufferTop, bufferBot);
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ti += scrollDirection;
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img += scrollDirection;
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}
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mLastCursor = mCursor;
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}
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template<typename T>
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void ImageGridComponent<T>::updateTileAtPos(int tilePos, int imgPos, int bufferTop, int bufferBot)
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{
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std::shared_ptr<GridTileComponent> tile = mTiles.at(tilePos);
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// If we have more tiles than we have to display images on screen, hide them
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if(imgPos < 0 || imgPos >= size()
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|| tilePos < bufferTop || tilePos >= mTiles.size() - bufferBot) // Same for tiles out of the buffer
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{
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tile->setSelected(false);
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tile->setImage("");
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tile->setVisible(false);
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}
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else
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{
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tile->setSelected(imgPos == mCursor);
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tile->setVisible(true);
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std::string imagePath = mEntries.at(imgPos).data.texturePath;
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if (ResourceManager::getInstance()->fileExists(imagePath))
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{
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tile->setImage(imagePath);
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}
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else
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{
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// FileType::FOLDER = 2, but FileData is our template parameter T,
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// so we don't want to bring that dependence to FileData here
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if (mEntries.at(imgPos).object->getType() == 2)
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tile->setImage(mDefaultFolderTexture);
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else
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tile->setImage(mDefaultGameTexture);
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}
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}
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}
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// Return the starting position (the number of the game which will be displayed on top left of the screen)
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template<typename T>
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int ImageGridComponent<T>::getStartPosition() const
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{
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// The "partialRow" variable exist because we want to keep the same positioning behavior in both
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// case, whenever we have an integer number of rows or not (the last partial row is ignored when
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// calculating position and the cursor shouldn't end up in this row when close to the end)
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int partialRow = (int)mLastRowPartial;
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int cursorRow = mCursor / mGridDimension.x();
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int start = (cursorRow - ((mGridDimension.y() - partialRow) / 2)) * mGridDimension.x();
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// Number of tiles which are just used as a buffer for texture loading
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int bufferSize = texBuffersForward[3] * mGridDimension.x();
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if(start + (mGridDimension.x() * (mGridDimension.y() - partialRow)) >= (int)mEntries.size() + bufferSize)
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{
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// If we are at the end put the row as close as we can and no higher, using the following formula
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// Where E is the nb of entries, X the grid x dim (nb of column), Y the grid y dim (nb of line)
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// start = first tile of last row - nb column * (nb line - 1)
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// = (E - 1) / X * X - X * (Y - 1)
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// = X * ((E - 1) / X - Y + 1)
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start = mGridDimension.x() * (((int)mEntries.size() - 1) / mGridDimension.x() - mGridDimension.y() + 1 + partialRow) + bufferSize;
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}
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if(start < -bufferSize)
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{
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start = -bufferSize;
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}
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return start;
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}
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// Calculate how much tiles of size mTileSize we can fit in a grid of size mSize using a margin of size mMargin
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template<typename T>
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void ImageGridComponent<T>::calcGridDimension()
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{
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// GRID_SIZE = COLUMNS * TILE_SIZE + (COLUMNS - 1) * MARGIN
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// <=> COLUMNS = (GRID_SIZE + MARGIN) / (TILE_SIZE + MARGIN)
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Vector2f gridDimension = (mSize + mMargin) / (mTileSize + mMargin);
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mLastRowPartial = Math::floorf(gridDimension.y()) != gridDimension.y();
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// Ceil y dim so we can display partial last row
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mGridDimension = Vector2i(gridDimension.x(), Math::ceilf(gridDimension.y()));
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// Invert dimensions for horizontally scrolling grid
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if (mScrollDirection == SCROLL_HORIZONTALLY)
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mGridDimension = Vector2i(mGridDimension.y(), mGridDimension.x());
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// Grid dimension validation
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if (mGridDimension.x() < 1)
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LOG(LogError) << "Theme defined grid X dimension below 1";
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if (mGridDimension.y() < 1)
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LOG(LogError) << "Theme defined grid Y dimension below 1";
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// Add extra tiles to both side depending on max texture buffer
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mGridDimension.y() += texBuffersForward[3] * 2;
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};
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#endif // ES_CORE_COMPONENTS_IMAGE_GRID_COMPONENT_H
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