Files
sphaira/sphaira/include/ui/widget.hpp
ITotalJustice 54d73a6d3b optimise: pass all large objects (std::function, std::string, structs) by const ref rather than value.
really, these functions should be passed by && and using std::forward on assignment.
however, this means writing a lot of extra code for every single class, as well as explicitly calling move
in a lot of cases.

In the case of std::string, passing by value and calling std::move is the correct approach, especially if the
string is created as an rvalue, then it is only created once and moved into the dest.
Whereas with a const ref, the string is created and then copied into the dst, basically creating 2 copies.
The same thing happens std::function, and well any object.

However, accepting everything by value sucks if you call a constructor from within a constructor, as now you need to create 2 impls
that accept by value and the other by rvalue. All of this extra code to have a more efficent impl just isn't worth it when, going by
the benchmarks, makes no measurable difference (i count anything within >= 1ms as measurable).
2025-08-04 18:58:20 +01:00

103 lines
2.4 KiB
C++

#pragma once
#include "ui/object.hpp"
#include <vector>
#include <memory>
#include <map>
#include <unordered_map>
#include <concepts>
namespace sphaira::ui {
struct uiButton final : Object {
uiButton(Button button, const std::string& button_str, const std::string& action_str);
uiButton(Button button, const std::string& action_str);
auto Draw(NVGcontext* vg, Theme* theme) -> void override;
Button m_button;
std::string m_button_str;
std::string m_action_str;
Vec4 m_button_pos{};
Vec4 m_hint_pos{};
};
struct Widget : public Object {
using Actions = std::map<Button, Action>;
using uiButtons = std::vector<uiButton>;
virtual ~Widget() = default;
virtual void Update(Controller* controller, TouchInfo* touch);
virtual void Draw(NVGcontext* vg, Theme* theme);
virtual void OnFocusGained() {
m_focus = true;
}
virtual void OnFocusLost() {
m_focus = false;
}
virtual auto HasFocus() const -> bool {
return m_focus;
}
virtual auto IsMenu() const -> bool {
return false;
}
auto HasAction(Button button) const -> bool;
void SetAction(Button button, const Action& action);
void SetActions(std::same_as<std::pair<Button, Action>> auto&& ...args) {
const std::array list = {args...};
for (const auto& [button, action] : list) {
SetAction(button, action);
}
}
auto GetActions() const {
return m_actions;
}
void RemoveAction(Button button);
void RemoveActions() {
m_actions.clear();
}
void RemoveActions(const Actions& actions) {
for (auto& e : actions) {
RemoveAction(e.first);
}
}
auto FireAction(Button button, u8 type = ActionType::DOWN) -> bool;
void SetPop(bool pop = true) {
m_pop = pop;
}
auto ShouldPop() const -> bool {
return m_pop;
}
auto SetUiButtonPos(Vec2 pos) {
m_button_pos = pos;
}
auto GetUiButtons() const -> uiButtons;
static void SetupUiButtons(uiButtons& buttons, const Vec2& button_pos = {1220, 675});
static auto GetUiButtons(const Actions& actions, const Vec2& button_pos = {1220, 675}) -> uiButtons;
Actions m_actions{};
Vec2 m_button_pos{1220, 675};
bool m_focus{false};
bool m_pop{false};
};
template<typename T>
concept DerivedFromWidget = std::is_base_of_v<Widget, T>;
} // namespace sphaira::ui