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Odilitime
netrunner
Commits
459c3e6a
Commit
459c3e6a
authored
7 years ago
by
Odilitime
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printComponentTree(), UIlayout engine for non-boundTopage components
parent
29161daa
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2 changed files
src/graphics/components/Component.cpp
+40
-0
40 additions, 0 deletions
src/graphics/components/Component.cpp
src/graphics/components/Component.h
+17
-0
17 additions, 0 deletions
src/graphics/components/Component.h
with
57 additions
and
0 deletions
src/graphics/components/Component.cpp
+
40
−
0
View file @
459c3e6a
...
...
@@ -3,6 +3,9 @@
#include
<algorithm>
#include
<cmath>
#include
"TextComponent.h"
#include
"InputComponent.h"
#include
"ComponentBuilder.h"
Component
::~
Component
()
{
}
...
...
@@ -104,6 +107,7 @@ void Component::layout() {
std::cout << "Component::layout[" << textComponent->text << "]" << std::endl;
}
*/
//std::cout << "Component::layout - name: " << name << " boundToPage: " << boundToPage << std::endl;
// if we're a child, get our parents position
if
(
parent
&&
boundToPage
)
{
...
...
@@ -159,6 +163,19 @@ void Component::layout() {
// first component for this parent
}
}
if
(
!
boundToPage
)
{
// select new x,y & w/h bassed on UImetric
//std::cout << "!boundToPage " << name << " from: " << (int)x << "," << (int)y << " " << (int)width << "," << (int)height << std::endl;
//std::cout << "uic.x.lenghtPct: " << uiControl.x.lengthPct << " width: " << windowWidth << " uic.x.offset: " << uiControl.x.offset << std::endl;
this
->
x
=
(
uiControl
.
x
.
lengthPct
/
100.0
)
*
this
->
windowWidth
+
uiControl
.
x
.
offset
;
//std::cout << "uic.y.lenghtPct: " << uiControl.y.lengthPct << " height: " << windowHeight << " uic.y.offset: " << uiControl.y.offset << std::endl;
this
->
y
=
(
uiControl
.
y
.
lengthPct
/
100.0
)
*
this
->
windowHeight
+
uiControl
.
y
.
offset
;
this
->
width
=
(
uiControl
.
w
.
lengthPct
/
100.0
)
*
this
->
windowWidth
+
uiControl
.
w
.
offset
;
this
->
height
=
(
uiControl
.
h
.
lengthPct
/
100.0
)
*
this
->
windowHeight
+
uiControl
.
h
.
offset
;
//std::cout << "!boundToPage " << name << " to: " << (int)x << "," << (int)y << " " << (int)width << "," << (int)height << std::endl;
}
//std::cout << "Component::layout - adjusted by prev: " << (int)x << "x" << (int)y << std::endl;
//std::cout << "Component::layout - moving component to " << (int)x << "x" << (int)y << std::endl;
...
...
@@ -176,6 +193,7 @@ void Component::layout() {
// recurse down over my children and update their position
// if parent x or y changes or windowWindow changes, all children need to be adjust
// what about recurse up, if this element changes? well wrap recurses up the parent sizes
//std::cout << "Component::layout - I have " << children.size() << " children affected by my moved" << std::endl;
for
(
std
::
shared_ptr
<
Component
>
child
:
children
)
{
// maybe it should be like this:
...
...
@@ -184,6 +202,7 @@ void Component::layout() {
// where do we update layout?
// So no, because this is a relayout, we don't know sf w/h has changes
// most component resize()s already update the w/h
//std::cout << "component::layout - " << name << " Doing relayout of a " << typeOfComponent(child) << "-" << child->name << std::endl;
// update new sizes
child
->
windowWidth
=
windowWidth
;
...
...
@@ -395,3 +414,24 @@ void Component::distanceToViewport(float &rawX, float &rawY) const {
rawX
*=
2
;
rawY
*=
2
;
}
void
Component
::
printComponentTree
(
const
std
::
shared_ptr
<
Component
>
&
component
,
int
depth
)
{
for
(
int
i
=
0
;
i
<
depth
;
i
++
)
{
std
::
cout
<<
'\t'
;
}
InputComponent
*
inputComponent
=
dynamic_cast
<
InputComponent
*>
(
component
.
get
());
if
(
inputComponent
)
{
std
::
cout
<<
std
::
fixed
<<
"X: "
<<
static_cast
<
int
>
(
inputComponent
->
x
)
<<
" Y: "
<<
static_cast
<
int
>
(
inputComponent
->
y
)
<<
" WIDTH: "
<<
static_cast
<
int
>
(
inputComponent
->
width
)
<<
" HEIGHT: "
<<
static_cast
<
int
>
(
inputComponent
->
height
)
<<
" INLINE: "
<<
inputComponent
->
isInline
<<
" INPUT: "
<<
inputComponent
->
value
<<
std
::
endl
;
}
else
{
TextComponent
*
textComponent
=
dynamic_cast
<
TextComponent
*>
(
component
.
get
());
if
(
textComponent
)
{
std
::
cout
<<
std
::
fixed
<<
"X: "
<<
static_cast
<
int
>
(
textComponent
->
x
)
<<
" Y: "
<<
static_cast
<
int
>
(
textComponent
->
y
)
<<
" WIDTH: "
<<
static_cast
<
int
>
(
textComponent
->
width
)
<<
" HEIGHT: "
<<
static_cast
<
int
>
(
textComponent
->
height
)
<<
" INLINE: "
<<
textComponent
->
isInline
<<
" TEXT: "
<<
textComponent
->
text
<<
std
::
endl
;
}
else
{
std
::
cout
<<
std
::
fixed
<<
"X: "
<<
static_cast
<
int
>
(
component
->
x
)
<<
" Y: "
<<
static_cast
<
int
>
(
component
->
y
)
<<
" WIDTH: "
<<
static_cast
<
int
>
(
component
->
width
)
<<
" HEIGHT: "
<<
static_cast
<
int
>
(
component
->
height
)
<<
" INLINE: "
<<
component
->
isInline
<<
" NAME: "
<<
component
->
name
<<
std
::
endl
;
}
}
for
(
std
::
shared_ptr
<
Component
>
child
:
component
->
children
)
{
Component
::
printComponentTree
(
child
,
depth
+
1
);
}
}
This diff is collapsed.
Click to expand it.
src/graphics/components/Component.h
+
17
−
0
View file @
459c3e6a
...
...
@@ -19,6 +19,18 @@ struct rgba {
unsigned
int
a
;
};
struct
UImetric
{
double
lengthPct
=
0
;
int
offset
=
0
;
};
struct
UIlayout
{
UImetric
x
=
{
false
,
0
};
UImetric
y
=
{
false
,
0
};
UImetric
w
=
{
false
,
0
};
UImetric
h
=
{
false
,
0
};
};
// should have 2 classes after this
// non-rendererable component (wtf are these?)
// and renderable component
...
...
@@ -55,6 +67,9 @@ public:
void
pointToViewport
(
float
&
rawX
,
float
&
rawY
)
const
;
void
distanceToViewport
(
float
&
rawX
,
float
&
rawY
)
const
;
static
void
printComponentTree
(
const
std
::
shared_ptr
<
Component
>
&
component
,
int
depth
);
void
unload
();
// unload signal hook, pass down to children
// HELP I'M LOOKING FOR YOUR OPINION
// a ptr to window would be less memory
...
...
@@ -115,6 +130,8 @@ public:
bool
growLeft
=
false
;
bool
growTop
=
false
;
// if top/bott grow from center
bool
growBottom
=
false
;
//
UIlayout
uiControl
;
// color
rgba
color
;
bool
isVisibile
=
true
;
...
...
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