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109 lines
3.5 KiB
C++
109 lines
3.5 KiB
C++
#include "ui/SlideOutPanel.hpp"
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#include "colors.hpp"
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#include "config.hpp"
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#include "mathutil.hpp"
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#include <cmath>
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#include <utility>
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namespace
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{
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constexpr int SCREEN_WIDTH = 1280;
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}
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ui::SlideOutPanel::SlideOutPanel(int width, Side side)
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: m_x(side == Side::Left ? static_cast<double>(-width) : static_cast<double>(SCREEN_WIDTH))
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, m_width(width)
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, m_targetX(side == Side::Left ? 0.0f : static_cast<double>(SCREEN_WIDTH) - m_width)
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, m_side(side)
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{
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static int targetID = 0;
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std::string targetName = "panelTarget_" + std::to_string(targetID++);
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m_renderTarget = sdl::TextureManager::create_load_texture(targetName, width, 720, SDL_TEXTUREACCESS_TARGET);
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}
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void ui::SlideOutPanel::update(bool hasFocus)
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{
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const bool openingFromLeft = !m_isOpen && m_side == Side::Left && m_x < m_targetX;
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const bool openingFromRight = !m_isOpen && m_side == Side::Right && m_x > m_targetX;
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if (openingFromLeft) { SlideOutPanel::slide_out_left(); }
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else if (openingFromRight) { SlideOutPanel::slide_out_right(); }
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if (m_isOpen)
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{
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for (auto ¤tElement : m_elements) { currentElement->update(hasFocus); }
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}
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}
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void ui::SlideOutPanel::render(sdl::SharedTexture &target, bool hasFocus)
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{
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for (auto ¤tElement : m_elements) { currentElement->render(m_renderTarget, hasFocus); }
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m_renderTarget->render(target, m_x, 0);
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}
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void ui::SlideOutPanel::clear_target() { m_renderTarget->clear(colors::SLIDE_PANEL_CLEAR); }
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void ui::SlideOutPanel::reset()
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{
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m_x = m_side == Side::Left ? -(m_width) : SCREEN_WIDTH;
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m_isOpen = false;
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m_closePanel = false;
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}
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void ui::SlideOutPanel::close() { m_closePanel = true; }
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bool ui::SlideOutPanel::is_open() const { return m_isOpen; }
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bool ui::SlideOutPanel::is_closed()
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{
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// I'm assuming this is going to be called, waiting for the panel to close so.
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const double scaling = config::get_animation_scaling();
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const bool closeToLeft = m_closePanel && m_side == Side::Left && m_x > -m_width;
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const bool closeToRight = m_closePanel && m_side == Side::Right && m_x < SCREEN_WIDTH;
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if (closeToLeft) { m_x += -(m_width - m_x) / scaling; }
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else if (closeToRight) { m_x += m_x / scaling; }
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const bool closed = m_side == Side::Left ? m_x <= -m_width : m_x >= SCREEN_WIDTH;
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return m_closePanel && closed;
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}
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void ui::SlideOutPanel::push_new_element(std::shared_ptr<ui::Element> newElement) { m_elements.push_back(newElement); }
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void ui::SlideOutPanel::clear_elements() { m_elements.clear(); }
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sdl::SharedTexture &ui::SlideOutPanel::get_target() { return m_renderTarget; }
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void ui::SlideOutPanel::slide_out_left()
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{
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const double scaling = config::get_animation_scaling();
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m_x -= std::round(m_x / scaling);
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// This is a workaround for the floating points never lining up quite right.
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const int distance = math::Util<double>::absolute_distance(m_x, m_targetX);
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if (distance <= 2)
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{
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m_x = m_targetX;
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m_isOpen = true;
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}
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}
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void ui::SlideOutPanel::slide_out_right()
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{
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const double scaling = config::get_animation_scaling();
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const double screenWidth = static_cast<double>(SCREEN_WIDTH);
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const double width = static_cast<double>(m_width);
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const double pixels = (screenWidth - width - m_x) / scaling;
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m_x += std::round(pixels);
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const int distance = math::Util<double>::absolute_distance(m_x, m_targetX);
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if (distance <= 2)
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{
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m_x = m_targetX;
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m_isOpen = true;
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}
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}
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