mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2024-11-23 22:55:39 +00:00
dbc9ffb99e
Signed-off-by: Sophia Hadash <sophiahadash@gmail.com>
189 lines
6 KiB
C++
189 lines
6 KiB
C++
// SPDX-License-Identifier: MIT
|
|
//
|
|
// EmulationStation Desktop Edition
|
|
// FlexboxComponent.cpp
|
|
//
|
|
// Flexbox layout component.
|
|
// Used by gamelist views.
|
|
//
|
|
|
|
#include "components/FlexboxComponent.h"
|
|
#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)
|
|
, mItemMargin({DEFAULT_MARGIN_X, DEFAULT_MARGIN_Y})
|
|
, mItemWidth(DEFAULT_ITEM_SIZE_X)
|
|
, mLayoutValid(false)
|
|
{
|
|
}
|
|
|
|
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::ivec2 directionLine = {1, 0};
|
|
glm::ivec2 directionRow = {0, 1};
|
|
|
|
// Change direction.
|
|
if (mDirection == Direction::row) {
|
|
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)};
|
|
i->setResize(maxItemSize.x, maxItemSize.y);
|
|
}
|
|
|
|
// Pre-compute layout parameters.
|
|
int n = mChildren.size();
|
|
int nLines =
|
|
std::max(1, static_cast<int>(std::ceil(n / std::max(1, static_cast<int>(mItemsPerLine)))));
|
|
float lineWidth = (mDirection == Direction::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 == Direction::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 alignment
|
|
if (mAlign == Align::end) {
|
|
x += directionLine.x == 0 ? (maxItemSize.x - size.x) : 0;
|
|
y += directionLine.y == 0 ? (maxItemSize.y - size.y) : 0;
|
|
}
|
|
else if (mAlign == 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 == Align::stretch && mDirection == Direction::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, static_cast<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") == "row" ? Direction::row : Direction::column;
|
|
|
|
if (elem->has("align")) {
|
|
const auto a = elem->get<std::string>("align");
|
|
mAlign = (a == "start" ?
|
|
Align::start :
|
|
(a == "end" ? Align::end : (a == "center" ? Align::center : Align::stretch)));
|
|
}
|
|
|
|
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;
|
|
}
|