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https://github.com/hrydgard/ppsspp.git
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1f2dbfaf25
MSAA on tiler GPUs, the way we use it (we are not able to eliminate load/store operations yet) can consume huge amounts of bandwidth, so let's be a little bit careful.
153 lines
5.0 KiB
C++
153 lines
5.0 KiB
C++
#pragma once
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#include "Common/UI/View.h"
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#include "Common/UI/ViewGroup.h"
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namespace UI {
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// A scrollview usually contains just a single child - a linear layout or similar.
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class ScrollView : public ViewGroup {
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public:
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ScrollView(Orientation orientation, LayoutParams *layoutParams = 0)
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: ViewGroup(layoutParams), orientation_(orientation) {}
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~ScrollView();
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void Measure(const UIContext &dc, MeasureSpec horiz, MeasureSpec vert) override;
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void Layout() override;
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bool Key(const KeyInput &input) override;
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bool Touch(const TouchInput &input) override;
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void Draw(UIContext &dc) override;
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std::string DescribeLog() const override { return "ScrollView: " + View::DescribeLog(); }
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void ScrollTo(float newScrollPos);
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void ScrollToBottom();
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void ScrollRelative(float distance);
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bool CanScroll() const;
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void Update() override;
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void RememberPosition(float *pos) {
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rememberPos_ = pos;
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ScrollTo(*pos);
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}
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// Get the last moved scroll view position
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static void GetLastScrollPosition(float &x, float &y);
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// Override so that we can scroll to the active one after moving the focus.
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bool SubviewFocused(View *view) override;
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void PersistData(PersistStatus status, std::string anonId, PersistMap &storage) override;
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void SetVisibility(Visibility visibility) override;
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// If the view is smaller than the scroll view, sets whether to align to the bottom/right instead of the left.
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void SetAlignOpposite(bool alignOpposite) {
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alignOpposite_ = alignOpposite;
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}
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NeighborResult FindScrollNeighbor(View *view, const Point &target, FocusDirection direction, NeighborResult best) override;
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private:
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float HardClampedScrollPos(float pos) const;
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// TODO: Don't adjust pull_ within this!
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float ClampedScrollPos(float pos);
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// The "bob" is the draggable thingy on a scroll bar. Don't know a better name for it.
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struct Bob {
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bool show;
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float thickness;
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float size;
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float offset;
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float scrollMax;
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};
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Bob ComputeBob() const;
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GestureDetector gesture_;
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Orientation orientation_;
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float scrollPos_ = 0.0f;
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float scrollStart_ = 0.0f;
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float scrollTarget_ = 0.0f;
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int scrollTouchId_ = -1;
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bool scrollToTarget_ = false;
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float layoutScrollPos_ = 0.0f;
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float inertia_ = 0.0f;
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float pull_ = 0.0f;
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float lastViewSize_ = 0.0f;
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float *rememberPos_ = nullptr;
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bool alignOpposite_ = false;
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bool draggingBob_ = false;
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float barDragStart_ = 0.0f;
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float barDragOffset_ = 0.0f;
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static float lastScrollPosX;
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static float lastScrollPosY;
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};
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// Yes, this feels a bit Java-ish...
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class ListAdaptor {
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public:
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virtual ~ListAdaptor() {}
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virtual View *CreateItemView(int index, ImageID *optionalImageID) = 0;
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virtual int GetNumItems() = 0;
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virtual bool AddEventCallback(View *view, std::function<EventReturn(EventParams &)> callback) { return false; }
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virtual std::string GetTitle(int index) const { return ""; }
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virtual void SetSelected(int sel) { }
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virtual int GetSelected() { return -1; }
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};
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class ChoiceListAdaptor : public ListAdaptor {
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public:
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ChoiceListAdaptor(const char *items[], int numItems) : items_(items), numItems_(numItems) {}
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View *CreateItemView(int index, ImageID *optionalImageID) override;
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int GetNumItems() override { return numItems_; }
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bool AddEventCallback(View *view, std::function<EventReturn(EventParams &)> callback) override;
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private:
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const char **items_;
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int numItems_;
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};
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// The "selected" item is what was previously selected (optional). This items will be drawn differently.
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class StringVectorListAdaptor : public ListAdaptor {
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public:
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StringVectorListAdaptor() : selected_(-1) {}
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StringVectorListAdaptor(const std::vector<std::string> &items, int selected = -1) : items_(items), selected_(selected) {}
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View *CreateItemView(int index, ImageID *optionalImageID) override;
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int GetNumItems() override { return (int)items_.size(); }
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bool AddEventCallback(View *view, std::function<EventReturn(EventParams &)> callback) override;
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void SetSelected(int sel) override { selected_ = sel; }
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std::string GetTitle(int index) const override { return items_[index]; }
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int GetSelected() override { return selected_; }
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private:
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std::vector<std::string> items_;
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int selected_;
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};
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// A list view is a scroll view with autogenerated items.
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// In the future, it might be smart and load/unload items as they go, but currently not.
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class ListView : public ScrollView {
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public:
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ListView(ListAdaptor *a, std::set<int> hidden = std::set<int>(), std::map<int, ImageID> icons = std::map<int, ImageID>(), LayoutParams *layoutParams = 0);
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int GetSelected() { return adaptor_->GetSelected(); }
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void Measure(const UIContext &dc, MeasureSpec horiz, MeasureSpec vert) override;
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virtual void SetMaxHeight(float mh) { maxHeight_ = mh; }
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Event OnChoice;
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std::string DescribeLog() const override { return "ListView: " + View::DescribeLog(); }
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std::string DescribeText() const override;
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private:
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void CreateAllItems();
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EventReturn OnItemCallback(int num, EventParams &e);
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ListAdaptor *adaptor_;
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LinearLayout *linLayout_;
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float maxHeight_;
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std::set<int> hidden_;
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std::map<int, ImageID> icons_;
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};
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} // namespace UI
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