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homewidget.cpp
564 lines (490 loc) · 17 KB
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homewidget.cpp
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/** @file homewidget.cpp Root widget for the Home UI.
*
* @authors Copyright (c) 2016 Jaakko Keränen <jaakko.keranen@iki.fi>
*
* @par License
* GPL: http://www.gnu.org/licenses/gpl.html
*
* <small>This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at your
* option) any later version. This program is distributed in the hope that it
* will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General
* Public License for more details. You should have received a copy of the GNU
* General Public License along with this program; if not, see:
* http://www.gnu.org/licenses</small>
*/
#include "ui/home/homewidget.h"
#include "ui/home/columnwidget.h"
#include "ui/home/nogamescolumnwidget.h"
#include "ui/home/gamecolumnwidget.h"
#include "ui/home/multiplayercolumnwidget.h"
#include "ui/home/packagescolumnwidget.h"
#include "ui/savedsessionlistdata.h"
#include "ui/clientwindow.h"
#include "ui/widgets/taskbarwidget.h"
#include <doomsday/DoomsdayApp>
#include <doomsday/Games>
#include <de/App>
#include <de/FadeToBlackWidget>
#include <de/LabelWidget>
#include <de/Loop>
#include <de/PersistentState>
#include <de/PopupMenuWidget>
#include <de/SequentialLayout>
#include <de/StyleProceduralImage>
#include <de/TabWidget>
using namespace de;
static TimeDelta const SCROLL_SPAN = .5;
DENG_GUI_PIMPL(HomeWidget)
, DENG2_OBSERVES(Games, Readiness)
, DENG2_OBSERVES(DoomsdayApp, GameUnload)
, DENG2_OBSERVES(DoomsdayApp, GameChange)
, DENG2_OBSERVES(Variable, Change)
, DENG2_OBSERVES(ButtonWidget, StateChange)
{
struct Column {
ColumnWidget *widget;
SafePtr<Variable> configVar;
Column(ColumnWidget *w, Variable *var) : widget(w), configVar(var) {}
};
LoopCallback mainCall;
SavedSessionListData savedItems; ///< All the available save games as items.
dsize visibleColumnCount = 2;
QList<Column> allColumns; // not owned
QList<ColumnWidget *> columns; // Only the visible ones (not owned).
IndirectRule *columnWidth;
LabelWidget *tabsBackground;
TabWidget *tabs;
SafeWidgetPtr<FadeToBlackWidget> blanker;
int currentOffsetTab = 0;
ScalarRule *scrollOffset;
ButtonWidget *moveLeft;
ButtonWidget *moveRight;
ButtonWidget *taskBarHintButton;
int restoredOffsetTab = -1;
int restoredActiveTab = -1;
Instance(Public *i) : Base(i)
{
DoomsdayApp::games().audienceForReadiness() += this;
DoomsdayApp::app().audienceForGameChange() += this;
DoomsdayApp::app().audienceForGameUnload() += this;
columnWidth = new IndirectRule;
scrollOffset = new ScalarRule(0);
scrollOffset->setStyle(Animation::EaseOut);
tabs = new TabWidget;
tabsBackground = new LabelWidget;
tabsBackground->set(Background(Vector4f(1, 1, 1, 1), Background::Blurred));
// Create the column navigation buttons.
moveLeft = new ButtonWidget;
moveRight = new ButtonWidget;
moveLeft ->setImage(new StyleProceduralImage("fold", *moveLeft, 90));
moveRight->setImage(new StyleProceduralImage("fold", *moveLeft, -90));
moveLeft ->setActionFn([this] () { tabs->setCurrent(visibleTabRange().start - 1); });
moveRight->setActionFn([this] () { tabs->setCurrent(visibleTabRange().end); });
configureEdgeNavigationButton(*moveLeft);
configureEdgeNavigationButton(*moveRight);
// Hint/shortcut button for opening the task bar.
taskBarHintButton = new ButtonWidget;
taskBarHintButton->setSizePolicy(ui::Expand, ui::Expand);
taskBarHintButton->margins().set("dialog.gap");
taskBarHintButton->setText(_E(b) "ESC" _E(.) + tr(" Task Bar"));
taskBarHintButton->setTextColor("altaccent");
taskBarHintButton->setFont("small");
taskBarHintButton->setOpacity(.66f);
taskBarHintButton->rule()
.setInput(Rule::Right, self.rule().right() - rule("dialog.gap"))
.setInput(Rule::Bottom, self.rule().bottom() - rule("dialog.gap"));
taskBarHintButton->setActionFn([this] () {
ClientWindow::main().taskBar().open();
});
// The task bar is created later, so defer the signal connects.
mainCall.enqueue([this] ()
{
QObject::connect(&ClientWindow::main().taskBar(), &TaskBarWidget::opened, [this] ()
{
taskBarHintButton->disable();
taskBarHintButton->setOpacity(0, 0.25);
});
QObject::connect(&ClientWindow::main().taskBar(), &TaskBarWidget::closed, [this] ()
{
taskBarHintButton->enable();
taskBarHintButton->setOpacity(.66f, 0.5);
});
});
}
~Instance()
{
for(Column const &col : allColumns)
{
if(col.configVar)
{
col.configVar->audienceForChange() -= this;
}
}
DoomsdayApp::games().audienceForReadiness() -= this;
DoomsdayApp::app().audienceForGameChange() -= this;
DoomsdayApp::app().audienceForGameUnload() -= this;
releaseRef(columnWidth);
releaseRef(scrollOffset);
}
void configureEdgeNavigationButton(ButtonWidget &button)
{
// Edge navigation buttons are only visible when hoving on them.
button.set(Background(style().colors().colorf("text")));
button.setImageColor(style().colors().colorf("inverted.text"));
button.setOverrideImageSize(style().fonts().font("default").height().value() * 2);
button.setOpacity(0);
button.setBehavior(Widget::Focusable, UnsetFlags); // only for the mouse
button.setAttribute(EatAllMouseEvents, SetFlags);
button.audienceForStateChange() += this;
button.rule()
.setInput(Rule::Width, style().fonts().font("default").height() * 2)
.setInput(Rule::Bottom, self.rule().bottom())
.setInput(Rule::Top, tabs->rule().bottom());
}
void buttonStateChanged(ButtonWidget &button, ButtonWidget::State state)
{
// Hide navigation buttons when they are not being used.
if(state == ButtonWidget::Down)
{
button.setOpacity(.4f);
}
else
{
button.setOpacity(state == ButtonWidget::Up? 0 : .2f, 0.25);
}
}
void updateVisibleColumnsAndTabs()
{
bool const gotGames = DoomsdayApp::games().numPlayable() > 0;
tabs->items().clear();
// Show columns depending on whether there are playable games.
allColumns.at(0).widget->show(!gotGames);
for(int i = 1; i < allColumns.size(); ++i)
{
Column const &col = allColumns.at(i);
if(col.configVar)
{
col.widget->show(gotGames && col.configVar->value().isTrue());
}
}
// Tab headings for visible columns.
int index = 0;
for(Column const &col : allColumns)
{
if(col.widget->isVisible())
{
tabs->items() << new TabItem(col.widget->tabHeading(), index++);
}
}
}
void gameReadinessUpdated()
{
blanker->guiDeleteLater();
updateVisibleColumnsAndTabs();
updateLayout();
// Restore previous state?
if(restoredActiveTab >= 0)
{
currentOffsetTab = restoredOffsetTab;
setScrollOffset(currentOffsetTab, 0.0);
tabs->setCurrent(restoredActiveTab);
restoredActiveTab = -1;
restoredOffsetTab = -1;
}
}
void currentGameChanged(Game const &newGame)
{
if(newGame.isNull())
{
self.show();
}
else
{
self.hide();
}
}
void aboutToUnloadGame(Game const &gameBeingUnloaded)
{
if(gameBeingUnloaded.isNull())
{
self.hide();
}
}
void variableValueChanged(Variable &, Value const &)
{
updateVisibleColumnsAndTabs();
calculateColumnCount();
updateLayout();
}
void addColumn(ColumnWidget *col)
{
QObject::connect(col, SIGNAL(mouseActivity(QObject const *)),
thisPublic, SLOT(mouseActivityInColumn(QObject const *)));
col->scrollArea().margins().setTop(tabsBackground->rule().height());
col->rule()
.setInput(Rule::Width, *columnWidth)
.setInput(Rule::Height, self.rule().height());
self.add(col);
Variable *conf = col->configVariable();
if(conf)
{
conf->audienceForChange() += this;
}
allColumns << Column(col, conf);
}
void calculateColumnCount()
{
visibleColumnCount = de::min(de::max(1, self.rule().width().valuei() /
rule("home.column.width").valuei()),
int(tabs->items().size()));
}
void updateLayout()
{
columns.clear();
columnWidth->setSource(self.rule().width() / visibleColumnCount);
// Lay out the columns from left to right.
SequentialLayout layout(self.rule().left() - *scrollOffset,
self.rule().top(), ui::Right);
for(Widget *widget : self.childWidgets())
{
if(widget->isHidden())
{
continue;
}
if(ColumnWidget *column = widget->maybeAs<ColumnWidget>())
{
layout << *column;
columns << column;
}
}
updateHighlightedTab();
}
Rangei visibleTabRange() const
{
return Rangei(currentOffsetTab, currentOffsetTab + visibleColumnCount);
}
void switchTab(int dir, bool scrollInstantly = false)
{
if(scrollInstantly && dir)
{
Rangei const vis = visibleTabRange();
tabs->setCurrent(dir < 0? vis.start : vis.end - 1);
}
auto pos = tabs->current();
if(dir < 0 && pos > 0)
{
tabs->setCurrent(pos - 1);
}
else if(dir > 0 && pos < tabs->items().size() - 1)
{
tabs->setCurrent(pos + 1);
}
}
/**
* Scrolls the view so that column @a pos is visible.
* @param pos Column/tab index.
* @param span Animation duration.
*/
void scrollToTab(int pos, TimeDelta span)
{
pos = de::clamp(0, pos, columns.size() - 1);
if(currentOffsetTab + int(visibleColumnCount) > columns.size())
{
// Don't let the visible range extend outside the view.
currentOffsetTab = columns.size() - visibleColumnCount;
span = 0;
}
else if(visibleTabRange().contains(pos))
{
// No need to scroll anywhere, the requested tab is already visible.
return;
}
if(pos < currentOffsetTab)
{
currentOffsetTab = pos;
}
else
{
currentOffsetTab = pos - visibleColumnCount + 1;
}
setScrollOffset(currentOffsetTab, span);
}
void setScrollOffset(int tab, TimeDelta const &span)
{
scrollOffset->set(*columnWidth * tab, span);
}
void updateHighlightedTab()
{
// Are we still in a valid tab?
if(tabs->current() >= tabs->items().size())
{
tabs->setCurrent(tabs->items().size() - 1); // calls back here via observer
return;
}
for(int pos = 0; pos < columns.size(); ++pos)
{
columns[pos]->setHighlighted(tabs->currentItem().data().toInt() == pos);
}
}
int highlightedTab() const
{
for(int pos = 0; pos < columns.size(); ++pos)
{
if(columns[pos]->isHighlighted())
{
return pos;
}
}
return -1;
}
};
HomeWidget::HomeWidget()
: GuiWidget("home")
, d(new Instance(this))
{
// Create the columns.
ColumnWidget *column;
column = new NoGamesColumnWidget();
d->addColumn(column);
column = new GameColumnWidget("DOOM", d->savedItems);
d->addColumn(column);
column = new GameColumnWidget("Heretic", d->savedItems);
d->addColumn(column);
column = new GameColumnWidget("Hexen", d->savedItems);
d->addColumn(column);
column = new GameColumnWidget("", d->savedItems);
d->addColumn(column);
column = new MultiplayerColumnWidget();
d->addColumn(column);
column = new PackagesColumnWidget();
d->addColumn(column);
d->updateVisibleColumnsAndTabs();
d->tabs->setCurrent(0);
// Tabs on top.
add(d->tabsBackground);
add(d->tabs);
// Hidden navigation buttons.
add(d->moveLeft);
add(d->moveRight);
d->moveLeft->rule().setInput(Rule::Left, rule().left());
d->moveRight->rule().setInput(Rule::Right, rule().right());
// Hide content until first update.
d->blanker.reset(new FadeToBlackWidget);
d->blanker->rule().setRect(rule());
d->blanker->initFadeFromBlack(0);
add(d->blanker);
add(d->taskBarHintButton);
// Define widget layout.
Rule const &gap = rule("gap");
d->tabsBackground->rule()
.setInput(Rule::Left, rule().left())
.setInput(Rule::Top, rule().top())
.setInput(Rule::Width, rule().width())
.setInput(Rule::Height, d->tabs->rule().height() + gap*2);
d->tabs->rule()
.setInput(Rule::Width, rule().width())
.setInput(Rule::Top, rule().top() + gap)
.setInput(Rule::Left, rule().left());
d->updateLayout();
// Connections.
connect(d->tabs, SIGNAL(currentTabChanged()), this, SLOT(tabChanged()));
}
void HomeWidget::viewResized()
{
d->calculateColumnCount();
d->updateLayout();
}
bool HomeWidget::handleEvent(Event const &event)
{
if(event.isKeyDown())
{
// Keyboard navigation between tabs.
KeyEvent const &key = event.as<KeyEvent>();
if(key.qtKey() == Qt::Key_Left)
{
d->switchTab(-1);
return true;
}
else if(key.qtKey() == Qt::Key_Right)
{
d->switchTab(+1);
return true;
}
else if(key.qtKey() == Qt::Key_Home)
{
d->tabs->setCurrent(0);
return true;
}
else if(key.qtKey() == Qt::Key_End)
{
d->tabs->setCurrent(d->tabs->items().size() - 1);
return true;
}
}
return false;
}
PopupWidget *HomeWidget::makeSettingsPopup()
{
PopupMenuWidget *menu = new PopupMenuWidget;
menu->items()
<< new ui::VariableToggleItem(tr("Show Unplayable"), App::config("home.showUnplayableGames"))
<< new ui::Item(ui::Item::Separator)
<< new ui::Item(ui::Item::Separator, tr("Columns"))
<< new ui::VariableToggleItem(tr("Doom"), App::config("home.columns.doom"))
<< new ui::VariableToggleItem(tr("Heretic"), App::config("home.columns.heretic"))
<< new ui::VariableToggleItem(tr("Hexen"), App::config("home.columns.hexen"))
<< new ui::VariableToggleItem(tr("Other Games"), App::config("home.columns.otherGames"))
<< new ui::VariableToggleItem(tr("Multiplayer"), App::config("home.columns.multiplayer"));
return menu;
}
bool HomeWidget::dispatchEvent(Event const &event, bool (Widget::*memberFunc)(const Event &))
{
if(event.type() == Event::MouseWheel)
{
if(event.isMouse())
{
#if 0
MouseEvent const &mouse = event.as<MouseEvent>();
if(event.type() == Event::MouseWheel &&
mouse.wheelMotion() == MouseEvent::Step)
{
if(abs(mouse.wheel().x) > abs(mouse.wheel().y))
{
d->switchTab(-de::sign(mouse.wheel().x), true /*instant*/);
}
}
#endif
}
}
return GuiWidget::dispatchEvent(event, memberFunc);
}
void HomeWidget::tabChanged()
{
d->scrollToTab(d->tabs->currentItem().data().toInt(), SCROLL_SPAN);
d->updateHighlightedTab();
}
void HomeWidget::mouseActivityInColumn(QObject const *columnWidget)
{
for(int i = 0; i < d->columns.size(); ++i)
{
if(d->columns.at(i) == columnWidget)
{
d->tabs->setCurrent(i);
}
}
}
void HomeWidget::operator >> (PersistentState &toState) const
{
Record &rec = toState.objectNamespace();
rec.set(name().concatenateMember("firstTab"), d->currentOffsetTab);
rec.set(name().concatenateMember("activeTab"), d->highlightedTab());
}
void HomeWidget::operator << (PersistentState const &fromState)
{
Record const &rec = fromState.objectNamespace();
d->restoredOffsetTab = rec.geti(name().concatenateMember("firstTab"), -1);
d->restoredActiveTab = rec.geti(name().concatenateMember("activeTab"), -1);
}