ppsspp/Common/UI/ViewGroup.h
Henrik Rydgård 4f43cff5ca
Move fileutil, net, image loaders, ui to Common. (#13506)
* Move and rename file_util/fd_util to Common/File/FileUtil and DirListing

Let's also move net while we're at it.

Move the ZIM/PNG loaders over to Common.

Move the UI framework into Common

iOS buildfix

* Buildfix

* Buildfixes

* Apple buildfix

* This typo again..

* UWP buildfix

* Fix build of PPSSPPQt, such as it is (it's not in good condition...)

* Guess what? Another buildfix.
2020-10-04 20:48:47 +02:00

397 lines
13 KiB
C++

#pragma once
#include <cfloat>
#include <vector>
#include <set>
#include <mutex>
#include "Common/Math/geom2d.h"
#include "Common/Input/GestureDetector.h"
#include "Common/UI/View.h"
namespace UI {
class AnchorTranslateTween;
struct NeighborResult {
NeighborResult() : view(0), score(0) {}
NeighborResult(View *v, float s) : view(v), score(s) {}
View *view;
float score;
};
class ViewGroup : public View {
public:
ViewGroup(LayoutParams *layoutParams = 0) : View(layoutParams) {}
virtual ~ViewGroup();
// Pass through external events to children.
virtual bool Key(const KeyInput &input) override;
virtual void Touch(const TouchInput &input) override;
virtual void Axis(const AxisInput &input) override;
// By default, a container will layout to its own bounds.
virtual void Measure(const UIContext &dc, MeasureSpec horiz, MeasureSpec vert) override = 0;
virtual void Layout() override = 0;
virtual void Update() override;
virtual void Query(float x, float y, std::vector<View *> &list) override;
virtual void DeviceLost() override;
virtual void DeviceRestored(Draw::DrawContext *draw) override;
virtual void Draw(UIContext &dc) override;
// These should be unused.
virtual float GetContentWidth() const { return 0.0f; }
virtual float GetContentHeight() const { return 0.0f; }
// Takes ownership! DO NOT add a view to multiple parents!
template <class T>
T *Add(T *view) {
std::lock_guard<std::mutex> guard(modifyLock_);
views_.push_back(view);
return view;
}
virtual bool SetFocus() override;
virtual bool SubviewFocused(View *view) override;
virtual void RemoveSubview(View *view);
void SetDefaultFocusView(View *view) { defaultFocusView_ = view; }
View *GetDefaultFocusView() { return defaultFocusView_; }
// Assumes that layout has taken place.
NeighborResult FindNeighbor(View *view, FocusDirection direction, NeighborResult best);
virtual bool CanBeFocused() const override { return false; }
virtual bool IsViewGroup() const override { return true; }
virtual void SetBG(const Drawable &bg) { bg_ = bg; }
virtual void Clear();
void PersistData(PersistStatus status, std::string anonId, PersistMap &storage) override;
View *GetViewByIndex(int index) { return views_[index]; }
int GetNumSubviews() const { return (int)views_.size(); }
void SetHasDropShadow(bool has) { hasDropShadow_ = has; }
void SetDropShadowExpand(float s) { dropShadowExpand_ = s; }
void Lock() { modifyLock_.lock(); }
void Unlock() { modifyLock_.unlock(); }
void SetClip(bool clip) { clip_ = clip; }
std::string Describe() const override { return "ViewGroup: " + View::Describe(); }
protected:
std::mutex modifyLock_; // Hold this when changing the subviews.
std::vector<View *> views_;
View *defaultFocusView_ = nullptr;
Drawable bg_;
float dropShadowExpand_ = 0.0f;
bool hasDropShadow_ = false;
bool clip_ = false;
};
// A frame layout contains a single child view (normally).
// It simply centers the child view.
class FrameLayout : public ViewGroup {
public:
void Measure(const UIContext &dc, MeasureSpec horiz, MeasureSpec vert) override;
void Layout() override;
};
const float NONE = -FLT_MAX;
class AnchorLayoutParams : public LayoutParams {
public:
AnchorLayoutParams(Size w, Size h, float l, float t, float r, float b, bool c = false)
: LayoutParams(w, h, LP_ANCHOR), left(l), top(t), right(r), bottom(b), center(c) {
}
AnchorLayoutParams(Size w, Size h, bool c = false)
: LayoutParams(w, h, LP_ANCHOR), left(0), top(0), right(NONE), bottom(NONE), center(c) {
}
AnchorLayoutParams(float l, float t, float r, float b, bool c = false)
: LayoutParams(WRAP_CONTENT, WRAP_CONTENT, LP_ANCHOR), left(l), top(t), right(r), bottom(b), center(c) {}
// These are not bounds, but distances from the container edges.
// Set to NONE to not attach this edge to the container.
float left, top, right, bottom;
bool center; // If set, only two "sides" can be set, and they refer to the center, not the edge, of the view being layouted.
static LayoutParamsType StaticType() {
return LP_ANCHOR;
}
};
class AnchorLayout : public ViewGroup {
public:
AnchorLayout(LayoutParams *layoutParams = 0) : ViewGroup(layoutParams), overflow_(true) {}
void Measure(const UIContext &dc, MeasureSpec horiz, MeasureSpec vert) override;
void Layout() override;
void Overflow(bool allow) {
overflow_ = allow;
}
std::string Describe() const override { return "AnchorLayout: " + View::Describe(); }
private:
void MeasureViews(const UIContext &dc, MeasureSpec horiz, MeasureSpec vert);
bool overflow_;
};
class LinearLayoutParams : public LayoutParams {
public:
LinearLayoutParams()
: LayoutParams(LP_LINEAR), weight(0.0f), gravity(G_TOPLEFT), hasMargins_(false) {}
explicit LinearLayoutParams(float wgt, Gravity grav = G_TOPLEFT)
: LayoutParams(LP_LINEAR), weight(wgt), gravity(grav), hasMargins_(false) {}
LinearLayoutParams(float wgt, const Margins &mgn)
: LayoutParams(LP_LINEAR), weight(wgt), gravity(G_TOPLEFT), margins(mgn), hasMargins_(true) {}
LinearLayoutParams(Size w, Size h, float wgt = 0.0f, Gravity grav = G_TOPLEFT)
: LayoutParams(w, h, LP_LINEAR), weight(wgt), gravity(grav), hasMargins_(false) {}
LinearLayoutParams(Size w, Size h, float wgt, Gravity grav, const Margins &mgn)
: LayoutParams(w, h, LP_LINEAR), weight(wgt), gravity(grav), margins(mgn), hasMargins_(true) {}
LinearLayoutParams(Size w, Size h, const Margins &mgn)
: LayoutParams(w, h, LP_LINEAR), weight(0.0f), gravity(G_TOPLEFT), margins(mgn), hasMargins_(true) {}
LinearLayoutParams(Size w, Size h, float wgt, const Margins &mgn)
: LayoutParams(w, h, LP_LINEAR), weight(wgt), gravity(G_TOPLEFT), margins(mgn), hasMargins_(true) {}
LinearLayoutParams(const Margins &mgn)
: LayoutParams(WRAP_CONTENT, WRAP_CONTENT, LP_LINEAR), weight(0.0f), gravity(G_TOPLEFT), margins(mgn), hasMargins_(true) {}
float weight;
Gravity gravity;
Margins margins;
bool HasMargins() const { return hasMargins_; }
static LayoutParamsType StaticType() {
return LP_LINEAR;
}
private:
bool hasMargins_;
};
class LinearLayout : public ViewGroup {
public:
LinearLayout(Orientation orientation, LayoutParams *layoutParams = 0)
: ViewGroup(layoutParams), orientation_(orientation), defaultMargins_(0), spacing_(10) {}
void Measure(const UIContext &dc, MeasureSpec horiz, MeasureSpec vert) override;
void Layout() override;
void SetSpacing(float spacing) {
spacing_ = spacing;
}
std::string Describe() const override { return (orientation_ == ORIENT_HORIZONTAL ? "LinearLayoutHoriz: " : "LinearLayoutVert: ") + View::Describe(); }
protected:
Orientation orientation_;
private:
Margins defaultMargins_;
float spacing_;
};
// GridLayout is a little different from the Android layout. This one has fixed size
// rows and columns. Items are not allowed to deviate from the set sizes.
// Initially, only horizontal layout is supported.
struct GridLayoutSettings {
GridLayoutSettings() : orientation(ORIENT_HORIZONTAL), columnWidth(100), rowHeight(50), spacing(5), fillCells(false) {}
GridLayoutSettings(int colW, int colH, int spac = 5)
: orientation(ORIENT_HORIZONTAL), columnWidth(colW), rowHeight(colH), spacing(spac), fillCells(false) {}
Orientation orientation;
int columnWidth;
int rowHeight;
int spacing;
bool fillCells;
};
class GridLayout : public ViewGroup {
public:
GridLayout(GridLayoutSettings settings, LayoutParams *layoutParams = 0);
void Measure(const UIContext &dc, MeasureSpec horiz, MeasureSpec vert) override;
void Layout() override;
std::string Describe() const override { return "GridLayout: " + View::Describe(); }
private:
GridLayoutSettings settings_;
int numColumns_;
};
// A scrollview usually contains just a single child - a linear layout or similar.
class ScrollView : public ViewGroup {
public:
ScrollView(Orientation orientation, LayoutParams *layoutParams = 0)
: ViewGroup(layoutParams), orientation_(orientation) {}
void Measure(const UIContext &dc, MeasureSpec horiz, MeasureSpec vert) override;
void Layout() override;
bool Key(const KeyInput &input) override;
void Touch(const TouchInput &input) override;
void Draw(UIContext &dc) override;
std::string Describe() const override { return "ScrollView: " + View::Describe(); }
void ScrollTo(float newScrollPos);
void ScrollToBottom();
void ScrollRelative(float distance);
float GetScrollPosition();
bool CanScroll() const;
void Update() override;
// Override so that we can scroll to the active one after moving the focus.
bool SubviewFocused(View *view) override;
void PersistData(PersistStatus status, std::string anonId, PersistMap &storage) override;
void SetVisibility(Visibility visibility) override;
// Quick hack to prevent scrolling to top in some lists
void SetScrollToTop(bool t) { scrollToTopOnSizeChange_ = t; }
private:
float ClampedScrollPos(float pos);
GestureDetector gesture_;
Orientation orientation_;
float scrollPos_ = 0.0f;
float scrollStart_ = 0.0f;
float scrollTarget_ = 0.0f;
int scrollTouchId_ = -1;
bool scrollToTarget_ = false;
float inertia_ = 0.0f;
float pull_ = 0.0f;
float lastViewSize_ = 0.0f;
bool scrollToTopOnSizeChange_ = false;
};
class ViewPager : public ScrollView {
public:
};
class ChoiceStrip : public LinearLayout {
public:
ChoiceStrip(Orientation orientation, LayoutParams *layoutParams = 0);
void AddChoice(const std::string &title);
void AddChoice(ImageID buttonImage);
int GetSelection() const { return selected_; }
void SetSelection(int sel);
void HighlightChoice(unsigned int choice);
bool Key(const KeyInput &input) override;
void SetTopTabs(bool tabs) { topTabs_ = tabs; }
void Draw(UIContext &dc) override;
std::string Describe() const override { return "ChoiceStrip: " + View::Describe(); }
Event OnChoice;
private:
StickyChoice *Choice(int index);
EventReturn OnChoiceClick(EventParams &e);
int selected_;
bool topTabs_; // Can be controlled with L/R.
};
class TabHolder : public LinearLayout {
public:
TabHolder(Orientation orientation, float stripSize, LayoutParams *layoutParams = 0);
template <class T>
T *AddTab(const std::string &title, T *tabContents) {
AddTabContents(title, (View *)tabContents);
return tabContents;
}
void SetCurrentTab(int tab, bool skipTween = false);
int GetCurrentTab() const { return currentTab_; }
std::string Describe() const override { return "TabHolder: " + View::Describe(); }
void PersistData(PersistStatus status, std::string anonId, PersistMap &storage) override;
private:
void AddTabContents(const std::string &title, View *tabContents);
EventReturn OnTabClick(EventParams &e);
ChoiceStrip *tabStrip_ = nullptr;
ScrollView *tabScroll_ = nullptr;
AnchorLayout *contents_ = nullptr;
float stripSize_;
int currentTab_ = 0;
std::vector<View *> tabs_;
std::vector<AnchorTranslateTween *> tabTweens_;
};
// Yes, this feels a bit Java-ish...
class ListAdaptor {
public:
virtual ~ListAdaptor() {}
virtual View *CreateItemView(int index) = 0;
virtual int GetNumItems() = 0;
virtual bool AddEventCallback(View *view, std::function<EventReturn(EventParams&)> callback) { return false; }
virtual std::string GetTitle(int index) const { return ""; }
virtual void SetSelected(int sel) { }
virtual int GetSelected() { return -1; }
};
class ChoiceListAdaptor : public ListAdaptor {
public:
ChoiceListAdaptor(const char *items[], int numItems) : items_(items), numItems_(numItems) {}
virtual View *CreateItemView(int index);
virtual int GetNumItems() { return numItems_; }
virtual bool AddEventCallback(View *view, std::function<EventReturn(EventParams&)> callback);
private:
const char **items_;
int numItems_;
};
// The "selected" item is what was previously selected (optional). This items will be drawn differently.
class StringVectorListAdaptor : public ListAdaptor {
public:
StringVectorListAdaptor() : selected_(-1) {}
StringVectorListAdaptor(const std::vector<std::string> &items, int selected = -1) : items_(items), selected_(selected) {}
virtual View *CreateItemView(int index) override;
virtual int GetNumItems() override { return (int)items_.size(); }
virtual bool AddEventCallback(View *view, std::function<EventReturn(EventParams&)> callback) override;
void SetSelected(int sel) override { selected_ = sel; }
virtual std::string GetTitle(int index) const override { return items_[index]; }
virtual int GetSelected() override { return selected_; }
private:
std::vector<std::string> items_;
int selected_;
};
// A list view is a scroll view with autogenerated items.
// In the future, it might be smart and load/unload items as they go, but currently not.
class ListView : public ScrollView {
public:
ListView(ListAdaptor *a, std::set<int> hidden = std::set<int>(), LayoutParams *layoutParams = 0);
int GetSelected() { return adaptor_->GetSelected(); }
virtual void Measure(const UIContext &dc, MeasureSpec horiz, MeasureSpec vert) override;
virtual void SetMaxHeight(float mh) { maxHeight_ = mh; }
Event OnChoice;
std::string Describe() const override { return "ListView: " + View::Describe(); }
private:
void CreateAllItems();
EventReturn OnItemCallback(int num, EventParams &e);
ListAdaptor *adaptor_;
LinearLayout *linLayout_;
float maxHeight_;
std::set<int> hidden_;
};
} // namespace UI