EmulationStation/core/src/GuiComponent.h
Aloshi 98120f9ecd Split into subprojects (external, core, es).
Removed relative paths in #includes.
Changed ViewController to a singleton, removing it from the Window class.
2014-06-20 01:40:36 -05:00

114 lines
4.3 KiB
C++

#pragma once
#include "InputConfig.h"
#include <memory>
#include <Eigen/Dense>
#include "HelpStyle.h"
class Window;
class Animation;
class AnimationController;
class ThemeData;
class Font;
typedef std::pair<const char*, const char*> HelpPrompt;
class GuiComponent
{
public:
GuiComponent(Window* window);
virtual ~GuiComponent();
virtual void textInput(const char* text);
//Called when input is received.
//Return true if the input is consumed, false if it should continue to be passed to other children.
virtual bool input(InputConfig* config, Input input);
//Called when time passes. Default implementation calls updateSelf(deltaTime) and updateChildren(deltaTime) - so you should probably call GuiComponent::update(deltaTime) at some point (or at least updateSelf so animations work).
virtual void update(int deltaTime);
//Called when it's time to render. By default, just calls renderChildren(parentTrans * getTransform()).
//You probably want to override this like so:
//1. Calculate the new transform that your control will draw at with Eigen::Affine3f t = parentTrans * getTransform().
//2. Set the renderer to use that new transform as the model matrix - Renderer::setMatrix(t);
//3. Draw your component.
//4. Tell your children to render, based on your component's transform - renderChildren(t).
virtual void render(const Eigen::Affine3f& parentTrans);
Eigen::Vector3f getPosition() const;
void setPosition(const Eigen::Vector3f& offset);
void setPosition(float x, float y, float z = 0.0f);
virtual void onPositionChanged() {};
Eigen::Vector2f getSize() const;
void setSize(const Eigen::Vector2f& size);
void setSize(float w, float h);
virtual void onSizeChanged() {};
void setParent(GuiComponent* parent);
GuiComponent* getParent() const;
void addChild(GuiComponent* cmp);
void removeChild(GuiComponent* cmp);
void clearChildren();
unsigned int getChildCount() const;
GuiComponent* getChild(unsigned int i) const;
// animation will be automatically deleted when it completes or is stopped.
bool isAnimationPlaying(unsigned char slot) const;
bool isAnimationReversed(unsigned char slot) const;
int getAnimationTime(unsigned char slot) const;
void setAnimation(Animation* animation, int delay = 0, std::function<void()> finishedCallback = nullptr, bool reverse = false, unsigned char slot = 0);
bool stopAnimation(unsigned char slot);
bool cancelAnimation(unsigned char slot); // Like stopAnimation, but doesn't call finishedCallback - only removes the animation, leaving things in their current state. Returns true if successful (an animation was in this slot).
bool finishAnimation(unsigned char slot); // Calls update(1.f) and finishedCallback, then deletes the animation - basically skips to the end. Returns true if successful (an animation was in this slot).
bool advanceAnimation(unsigned char slot, unsigned int time); // Returns true if successful (an animation was in this slot).
void stopAllAnimations();
void cancelAllAnimations();
virtual unsigned char getOpacity() const;
virtual void setOpacity(unsigned char opacity);
const Eigen::Affine3f& getTransform();
virtual std::string getValue() const;
virtual void setValue(const std::string& value);
virtual void onFocusGained() {};
virtual void onFocusLost() {};
// Default implementation just handles <pos> and <size> tags as normalized float pairs.
// You probably want to keep this behavior for any derived classes as well as add your own.
virtual void applyTheme(const std::shared_ptr<ThemeData>& theme, const std::string& view, const std::string& element, unsigned int properties);
// Returns a list of help prompts.
virtual std::vector<HelpPrompt> getHelpPrompts() { return std::vector<HelpPrompt>(); };
// Called whenever help prompts change.
void updateHelpPrompts();
virtual HelpStyle getHelpStyle();
protected:
void renderChildren(const Eigen::Affine3f& transform) const;
void updateSelf(int deltaTime); // updates animations
void updateChildren(int deltaTime); // updates animations
unsigned char mOpacity;
Window* mWindow;
GuiComponent* mParent;
std::vector<GuiComponent*> mChildren;
Eigen::Vector3f mPosition;
Eigen::Vector2f mSize;
public:
const static unsigned char MAX_ANIMATIONS = 4;
private:
Eigen::Affine3f mTransform; //Don't access this directly! Use getTransform()!
AnimationController* mAnimationMap[MAX_ANIMATIONS];
};