Utilize horizontal-gradient for launcher and added anims

This commit is contained in:
thecozies
2026-08-17 16:52:18 -05:00
parent 370068a7b0
commit ab0fcb50b3
3 changed files with 122 additions and 2514 deletions
+3 -2509
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File diff suppressed because it is too large Load Diff
+118 -4
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@@ -1,6 +1,7 @@
#include "recompui/recompui.h"
#include "zelda_game.h"
#include "zelda_launcher.h"
#include "hlsl++.h"
// UI Components
namespace {
@@ -127,6 +128,7 @@ namespace {
Element *root;
Element *title_wrapper;
Element *content_wrapper;
GameOptionsMenu *game_options_menu;
SubtitleTitleButton *title_button;
zelda64::Game game;
std::string name;
@@ -197,6 +199,116 @@ namespace {
}
}
struct GameOptionExtraData {
Element *bullet = nullptr;
float anim_progress = 0;
float anim_goal = 0;
};
std::vector<GameOptionExtraData> game_option_data;
bool handle_game_option_event(int index, const Event& e) {
GameOption *option = game_options_menu->get_options()[index];
GameOptionExtraData &data = game_option_data[index];
switch (e.type) {
case EventType::Click:
break;
case EventType::Hover:
{
bool hovering = std::get<EventHover>(e.variant).active && option->is_enabled();
if (hovering) {
data.anim_goal = 1.0f;
} else {
data.anim_goal = 0.0f;
}
option->queue_update();
break;
}
case EventType::Enable:
break;
case EventType::Focus: {
bool active = std::get<EventFocus>(e.variant).active;
if (active) {
data.anim_goal = 1.0f;
} else {
data.anim_goal = 0.0f;
}
option->queue_update();
break;
}
case EventType::Update:
if (data.anim_goal != data.anim_progress) {
float sign = (data.anim_goal > data.anim_progress) ? 1.0f : -1.0f;
float diff1 = fabsf(data.anim_goal - data.anim_progress);
float change_rate = std::max(0.02f, diff1 * 0.08f);
data.anim_progress += change_rate * sign;
data.anim_progress = std::clamp(data.anim_progress, 0.0f, 1.0f);
float diff = fabsf(data.anim_goal - data.anim_progress);
if (diff < 0.01f) {
data.anim_progress = data.anim_goal;
}
float smooth_val = hlslpp::smoothstep(hlslpp::float1(0.0f), 1.0f, data.anim_progress);
data.bullet->set_opacity(smooth_val);
data.bullet->set_translate_2D((1.0f - smooth_val) * (right ? 50.0f : -50.0f), -50.0f, Unit::Percent);
int opa = static_cast<int>(40.0f * smooth_val);
option->set_decorator_horizontal_gradient(
theme::color::PrimaryL,
theme::color::PrimaryL,
right ? 0 : opa,
right ? opa : 0
);
option->queue_update();
}
break;
default:
assert(false && "Unknown event type.");
break;
}
return false;
}
void style_game_options() {
std::vector<recompui::GameOption *> &options = game_options_menu->get_options();
auto context = get_current_context();
size_t num_options = options.size();
game_option_data.clear();
game_option_data.resize(num_options);
for (size_t i = 0; i < num_options; i++) {
options[i]->set_position(Position::Relative);
if (right) {
options[i]->set_padding_right(44);
} else {
options[i]->set_padding_left(44);
}
options[i]->set_background_color(theme::color::Transparent);
options[i]->hover_style.set_background_color(theme::color::Transparent);
options[i]->focus_style.set_background_color(theme::color::Transparent);
options[i]->set_decorator_horizontal_gradient(theme::color::PrimaryL, theme::color::PrimaryL, 0, 0);
options[i]->set_event_callback([this, i](const Event& e) {
return handle_game_option_event(i, e);
});
game_option_data[i].bullet = context.create_element<Label>(options[i], "", theme::Typography::LabelLG);
game_option_data[i].bullet->set_opacity(0);
game_option_data[i].bullet->set_position(Position::Absolute);
game_option_data[i].bullet->set_width(16);
game_option_data[i].bullet->set_top(50, Unit::Percent);
game_option_data[i].bullet->set_translate_2D(0, -50, Unit::Percent);
if (right) {
game_option_data[i].bullet->set_right(16);
} else {
game_option_data[i].bullet->set_left(16);
}
}
}
public:
GameHalf(zelda64::Game game, const std::string &name, bool right = false, bool soon = false) : game(game), name(name), right(right), soon(soon) {};
@@ -204,22 +316,24 @@ namespace {
root = root_element;
root->clear_children();
style_vertical_split();
auto context = recompui::get_current_context();
auto context = get_current_context();
add_title_wrapper();
title_button = context.create_element<SubtitleTitleButton>(title_wrapper, name, right, soon);
add_content_wrapper();
const recomp::GameEntry &game_entry = zelda64::get_game_entry(game);
auto game_options_menu = context.create_element<GameOptionsMenu>(content_wrapper,
game_options_menu = context.create_element<GameOptionsMenu>(content_wrapper,
game_entry.game_id,
game_entry.mod_game_id,
game_entry.display_name,
game_entry.thumbnail_bytes,
right ? recompui::GameOptionsMenuLayout::Right : recompui::GameOptionsMenuLayout::Left
right ? GameOptionsMenuLayout::Right : GameOptionsMenuLayout::Left
);
game_options_menu->set_as_navigation_container(recompui::NavigationType::Vertical);
game_options_menu->set_width(100, Unit::Percent);
game_options_menu->set_as_navigation_container(NavigationType::Vertical);
game_options_menu->add_default_options();
style_game_options();
title_button->set_exposed_contents(game_options_menu);
}