mirror of
https://github.com/hrydgard/ppsspp.git
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389 lines
12 KiB
C++
389 lines
12 KiB
C++
#pragma once
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#include <vector>
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#include "base/logging.h"
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#include "base/mutex.h"
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#include "math/geom2d.h"
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#include "input/gesture_detector.h"
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#include "ui/view.h"
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namespace UI {
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struct NeighborResult {
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NeighborResult() : view(0), score(0) {}
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NeighborResult(View *v, float s) : view(v), score(s) {}
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View *view;
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float score;
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};
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class ViewGroup : public View {
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public:
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ViewGroup(LayoutParams *layoutParams = 0) : View(layoutParams), defaultFocusView_(0), hasDropShadow_(false), clip_(false) {}
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virtual ~ViewGroup();
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// Pass through external events to children.
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virtual void Key(const KeyInput &input);
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virtual void Touch(const TouchInput &input);
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virtual void Axis(const AxisInput &input);
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// By default, a container will layout to its own bounds.
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virtual void Measure(const UIContext &dc, MeasureSpec horiz, MeasureSpec vert) = 0;
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virtual void Layout() = 0;
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virtual void Update(const InputState &input_state);
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virtual void Draw(UIContext &dc);
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// These should be unused.
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virtual float GetContentWidth() const { return 0.0f; }
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virtual float GetContentHeight() const { return 0.0f; }
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// Takes ownership! DO NOT add a view to multiple parents!
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template <class T>
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T *Add(T *view) { views_.push_back(view); return view; }
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virtual bool SetFocus();
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virtual bool SubviewFocused(View *view);
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virtual void RemoveSubview(View *view);
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void SetDefaultFocusView(View *view) { defaultFocusView_ = view; }
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View *GetDefaultFocusView() { return defaultFocusView_; }
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// Assumes that layout has taken place.
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NeighborResult FindNeighbor(View *view, FocusDirection direction, NeighborResult best);
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virtual bool CanBeFocused() const { return false; }
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virtual bool IsViewGroup() const { return true; }
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virtual void SetBG(const Drawable &bg) { bg_ = bg; }
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virtual void Clear();
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View *GetViewByIndex(int index) { return views_[index]; }
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void SetHasDropShadow(bool has) { hasDropShadow_ = has; }
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void Lock() { modifyLock_.lock(); }
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void Unlock() { modifyLock_.unlock(); }
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void SetClip(bool clip) { clip_ = clip; }
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protected:
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recursive_mutex modifyLock_; // Hold this when changing the subviews.
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std::vector<View *> views_;
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View *defaultFocusView_;
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Drawable bg_;
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bool hasDropShadow_;
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bool clip_;
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};
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// A frame layout contains a single child view (normally).
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// It simply centers the child view.
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class FrameLayout : public ViewGroup {
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public:
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void Measure(const UIContext &dc, MeasureSpec horiz, MeasureSpec vert);
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void Layout();
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};
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enum {
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NONE = -1,
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};
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class AnchorLayoutParams : public LayoutParams {
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public:
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AnchorLayoutParams(Size w, Size h, float l, float t, float r, float b, bool c = false)
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: LayoutParams(w, h, LP_ANCHOR), left(l), top(t), right(r), bottom(b), center(c) {
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}
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AnchorLayoutParams(Size w, Size h, bool c = false)
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: LayoutParams(w, h, LP_ANCHOR), left(0), top(0), right(NONE), bottom(NONE), center(c) {
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}
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AnchorLayoutParams(float l, float t, float r, float b, bool c = false)
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: LayoutParams(WRAP_CONTENT, WRAP_CONTENT, LP_ANCHOR), left(l), top(t), right(r), bottom(b), center(c) {}
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// These are not bounds, but distances from the container edges.
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// Set to NONE to not attach this edge to the container.
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float left, top, right, bottom;
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bool center; // If set, only two "sides" can be set, and they refer to the center, not the edge, of the view being layouted.
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};
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class AnchorLayout : public ViewGroup {
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public:
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AnchorLayout(LayoutParams *layoutParams = 0) : ViewGroup(layoutParams) {}
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void Measure(const UIContext &dc, MeasureSpec horiz, MeasureSpec vert);
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void Layout();
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};
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class LinearLayoutParams : public LayoutParams {
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public:
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LinearLayoutParams()
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: LayoutParams(LP_LINEAR), weight(0.0f), gravity(G_TOPLEFT), hasMargins_(false) {}
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explicit LinearLayoutParams(float wgt, Gravity grav = G_TOPLEFT)
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: LayoutParams(LP_LINEAR), weight(wgt), gravity(grav), hasMargins_(false) {}
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LinearLayoutParams(float wgt, const Margins &mgn)
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: LayoutParams(LP_LINEAR), weight(wgt), gravity(G_TOPLEFT), margins(mgn), hasMargins_(true) {}
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LinearLayoutParams(Size w, Size h, float wgt = 0.0f, Gravity grav = G_TOPLEFT)
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: LayoutParams(w, h, LP_LINEAR), weight(wgt), gravity(grav), hasMargins_(false) {}
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LinearLayoutParams(Size w, Size h, float wgt, Gravity grav, const Margins &mgn)
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: LayoutParams(w, h, LP_LINEAR), weight(wgt), gravity(grav), margins(mgn), hasMargins_(true) {}
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LinearLayoutParams(Size w, Size h, const Margins &mgn)
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: LayoutParams(w, h, LP_LINEAR), weight(0.0f), gravity(G_TOPLEFT), margins(mgn), hasMargins_(true) {}
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LinearLayoutParams(Size w, Size h, float wgt, const Margins &mgn)
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: LayoutParams(w, h, LP_LINEAR), weight(wgt), gravity(G_TOPLEFT), margins(mgn), hasMargins_(true) {}
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LinearLayoutParams(const Margins &mgn)
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: LayoutParams(WRAP_CONTENT, WRAP_CONTENT, LP_LINEAR), weight(0.0f), gravity(G_TOPLEFT), margins(mgn), hasMargins_(true) {}
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float weight;
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Gravity gravity;
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Margins margins;
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bool HasMargins() const { return hasMargins_; }
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private:
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bool hasMargins_;
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};
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class LinearLayout : public ViewGroup {
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public:
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LinearLayout(Orientation orientation, LayoutParams *layoutParams = 0)
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: ViewGroup(layoutParams), orientation_(orientation), defaultMargins_(0), spacing_(10) {}
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void Measure(const UIContext &dc, MeasureSpec horiz, MeasureSpec vert);
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void Layout();
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void SetSpacing(float spacing) {
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spacing_ = spacing;
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}
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protected:
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Orientation orientation_;
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private:
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Margins defaultMargins_;
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float spacing_;
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};
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// GridLayout is a little different from the Android layout. This one has fixed size
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// rows and columns. Items are not allowed to deviate from the set sizes.
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// Initially, only horizontal layout is supported.
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struct GridLayoutSettings {
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GridLayoutSettings() : orientation(ORIENT_HORIZONTAL), columnWidth(100), rowHeight(50), spacing(5), fillCells(false) {}
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GridLayoutSettings(int colW, int colH, int spac = 5)
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: orientation(ORIENT_HORIZONTAL), columnWidth(colW), rowHeight(colH), spacing(spac), fillCells(false) {}
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Orientation orientation;
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int columnWidth;
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int rowHeight;
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int spacing;
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bool fillCells;
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};
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class GridLayout : public ViewGroup {
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public:
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GridLayout(GridLayoutSettings settings, LayoutParams *layoutParams = 0)
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: ViewGroup(layoutParams), settings_(settings), numColumns_(1) {
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if (settings.orientation != ORIENT_HORIZONTAL)
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ELOG("GridLayout: Vertical layouts not yet supported");
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}
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void Measure(const UIContext &dc, MeasureSpec horiz, MeasureSpec vert);
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void Layout();
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private:
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GridLayoutSettings settings_;
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int numColumns_;
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};
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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),
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orientation_(orientation),
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scrollPos_(0),
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scrollStart_(0),
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scrollTarget_(0),
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scrollToTarget_(false),
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inertia_(0),
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lastViewSize_(0.0f),
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scrollToTopOnSizeChange_(true) {}
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void Measure(const UIContext &dc, MeasureSpec horiz, MeasureSpec vert);
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void Layout();
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void Key(const KeyInput &input);
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void Touch(const TouchInput &input);
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void Draw(UIContext &dc);
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void ScrollTo(float newScrollPos);
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void ScrollRelative(float distance);
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bool CanScroll() const;
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void Update(const InputState &input_state);
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// Override so that we can scroll to the active one after moving the focus.
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virtual bool SubviewFocused(View *view);
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// Quick hack to prevent scrolling to top in some lists
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void SetScrollToTop(bool t) { scrollToTopOnSizeChange_ = t; }
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private:
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void ClampScrollPos(float &pos);
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GestureDetector gesture_;
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Orientation orientation_;
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float scrollPos_;
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float scrollStart_;
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float scrollTarget_;
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bool scrollToTarget_;
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float inertia_;
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float lastViewSize_;
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bool scrollToTopOnSizeChange_;
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};
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class ViewPager : public ScrollView {
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public:
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};
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class ChoiceStrip : public LinearLayout {
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public:
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ChoiceStrip(Orientation orientation, LayoutParams *layoutParams = 0);
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void AddChoice(const std::string &title);
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void AddChoice(ImageID buttonImage);
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int GetSelection() const { return selected_; }
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void SetSelection(int sel);
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void HighlightChoice(unsigned int choice);
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virtual void Key(const KeyInput &input);
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void SetTopTabs(bool tabs) { topTabs_ = tabs; }
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void Draw(UIContext &dc);
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Event OnChoice;
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private:
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EventReturn OnChoiceClick(EventParams &e);
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int selected_;
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bool topTabs_; // Can be controlled with L/R.
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};
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class TabHolder : public LinearLayout {
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public:
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TabHolder(Orientation orientation, float stripSize, LayoutParams *layoutParams = 0)
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: LinearLayout(Opposite(orientation), layoutParams),
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orientation_(orientation), stripSize_(stripSize), currentTab_(0) {
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SetSpacing(0.0f);
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tabStrip_ = new ChoiceStrip(orientation, new LinearLayoutParams(stripSize, WRAP_CONTENT));
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tabStrip_->SetTopTabs(true);
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Add(tabStrip_);
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tabStrip_->OnChoice.Handle(this, &TabHolder::OnTabClick);
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}
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template <class T>
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T *AddTab(const std::string &title, T *tabContents) {
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tabContents->ReplaceLayoutParams(new LinearLayoutParams(1.0f));
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tabs_.push_back(tabContents);
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tabStrip_->AddChoice(title);
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Add(tabContents);
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if (tabs_.size() > 1)
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tabContents->SetVisibility(V_GONE);
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return tabContents;
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}
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void SetCurrentTab(int tab) {
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tabs_[currentTab_]->SetVisibility(V_GONE);
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currentTab_ = tab;
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tabs_[currentTab_]->SetVisibility(V_VISIBLE);
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tabStrip_->SetSelection(tab);
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}
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int GetCurrentTab() const { return currentTab_; }
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private:
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EventReturn OnTabClick(EventParams &e);
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ChoiceStrip *tabStrip_;
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Orientation orientation_;
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float stripSize_;
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int currentTab_;
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std::vector<View *> tabs_;
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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) = 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) { 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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virtual View *CreateItemView(int index);
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virtual int GetNumItems() { return numItems_; }
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virtual bool AddEventCallback(View *view, std::function<EventReturn(EventParams&)> callback);
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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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virtual View *CreateItemView(int index);
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virtual int GetNumItems() { return (int)items_.size(); }
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virtual bool AddEventCallback(View *view, std::function<EventReturn(EventParams&)> callback);
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void SetSelected(int sel) { selected_ = sel; }
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virtual std::string GetTitle(int index) { return items_[index]; }
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virtual int GetSelected() { 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, LayoutParams *layoutParams = 0);
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int GetSelected() { return adaptor_->GetSelected(); }
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virtual void Measure(const UIContext &dc, MeasureSpec horiz, MeasureSpec vert);
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virtual void SetMaxHeight(float mh) { maxHeight_ = mh; }
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Event OnChoice;
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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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};
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void LayoutViewHierarchy(const UIContext &dc, ViewGroup *root);
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void UpdateViewHierarchy(const InputState &input_state, ViewGroup *root);
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// Hooks arrow keys for navigation
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void KeyEvent(const KeyInput &key, ViewGroup *root);
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void TouchEvent(const TouchInput &touch, ViewGroup *root);
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void AxisEvent(const AxisInput &axis, ViewGroup *root);
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void CaptureDrag(int id);
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void ReleaseDrag(int id);
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bool IsDragCaptured(int id);
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} // namespace UI
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