mirror of
https://github.com/Zelda64Recomp/Zelda64Recomp
synced 2026-06-21 16:46:59 -04:00
Focused state for mod entry.
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+30
-2
@@ -1,4 +1,5 @@
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#include "ui_mod_menu.h"
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#include "ui_utils.h"
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#include "recomp_ui.h"
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#include "zelda_support.h"
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#include "zelda_render.h"
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@@ -35,7 +36,7 @@ constexpr float modEntryPadding = 4.0f;
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extern const std::string mod_tab_id;
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const std::string mod_tab_id = "#tab_mods";
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ModEntryView::ModEntryView(Element *parent) : Element(parent) {
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ModEntryView::ModEntryView(Element *parent) : Element(parent, Events(EventType::Update)) {
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ContextId context = get_current_context();
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set_display(Display::Flex);
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@@ -54,6 +55,7 @@ ModEntryView::ModEntryView(Element *parent) : Element(parent) {
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checked_style.set_background_color(Color{ 26, 24, 32, 255 });
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hover_style.set_border_color(Color{ COL_TEXT_DEFAULT, 64 });
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checked_hover_style.set_border_color(Color{ COL_TEXT_DEFAULT, 255 });
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pulsing_style.set_border_color(Color{ 23, 214, 232, 244 });
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{
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thumbnail_image = context.create_element<Image>(this, "");
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@@ -83,6 +85,7 @@ ModEntryView::ModEntryView(Element *parent) : Element(parent) {
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add_style(&checked_style, checked_state);
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add_style(&hover_style, hover_state);
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add_style(&checked_hover_style, { checked_state, hover_state });
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add_style(&pulsing_style, { focus_state });
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}
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ModEntryView::~ModEntryView() {
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@@ -106,6 +109,25 @@ void ModEntryView::set_selected(bool selected) {
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set_style_enabled(checked_state, selected);
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}
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void ModEntryView::set_focused(bool focused) {
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set_style_enabled(focus_state, focused);
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}
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void ModEntryView::process_event(const Event &e) {
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switch (e.type) {
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case EventType::Update:
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if (is_style_enabled(focus_state)) {
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pulsing_style.set_color(recompui::get_pulse_color(750));
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apply_styles();
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queue_update();
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}
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break;
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default:
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break;
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}
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}
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// ModEntryButton
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ModEntryButton::ModEntryButton(Element *parent, uint32_t mod_index) : Element(parent, Events(EventType::Click, EventType::Hover, EventType::Focus, EventType::Drag)) {
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@@ -146,11 +168,16 @@ void ModEntryButton::set_selected(bool selected) {
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view->set_selected(selected);
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}
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void ModEntryButton::set_focused(bool focused) {
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view->set_focused(focused);
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view->queue_update();
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}
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void ModEntryButton::process_event(const Event& e) {
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switch (e.type) {
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case EventType::Click:
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case EventType::Focus:
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selected_callback(mod_index);
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set_focused(std::get<EventFocus>(e.variant).active);
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break;
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case EventType::Hover:
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view->set_style_enabled(hover_state, std::get<EventHover>(e.variant).active);
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@@ -335,6 +362,7 @@ void ModMenu::mod_dragged(uint32_t mod_index, EventDrag drag) {
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float left = mod_entry_buttons[mod_index]->get_absolute_left() - get_absolute_left();
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float top = mod_entry_buttons[mod_index]->get_absolute_top() - (height / 2.0f); // TODO: Figure out why this adjustment is even necessary.
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mod_entry_buttons[mod_index]->set_display(Display::None);
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mod_entry_buttons[mod_index]->set_focused(false);
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mod_entry_floating_view->set_display(Display::Flex);
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mod_entry_floating_view->set_mod_details(mod_details[mod_index]);
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mod_entry_floating_view->set_mod_thumbnail(generate_thumbnail_src_for_mod(mod_details[mod_index].mod_id));
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