ES-DE/es-app/src/guis/GuiGamelistOptions.cpp

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#include "GuiGamelistOptions.h"
#include "GuiMetaDataEd.h"
#include "views/gamelist/IGameListView.h"
#include "views/ViewController.h"
GuiGamelistOptions::GuiGamelistOptions(Window* window, SystemData* system) : GuiComponent(window),
mSystem(system),
mMenu(window, "OPTIONS")
{
addChild(&mMenu);
// jump to letter
char curChar = toupper(getGamelist()->getCursor()->getName()[0]);
if(curChar < 'A' || curChar > 'Z')
curChar = 'A';
mJumpToLetterList = std::make_shared<LetterList>(mWindow, "JUMP TO LETTER", false);
for(char c = 'A'; c <= 'Z'; c++)
mJumpToLetterList->add(std::string(1, c), c, c == curChar);
ComponentListRow row;
row.addElement(std::make_shared<TextComponent>(mWindow, "JUMP TO LETTER", Font::get(FONT_SIZE_MEDIUM), 0x777777FF), true);
row.addElement(mJumpToLetterList, false);
row.input_handler = [&](InputConfig* config, Input input) {
if(config->isMappedTo("a", input) && input.value)
{
jumpToLetter();
return true;
}
else if(mJumpToLetterList->input(config, input))
{
return true;
}
return false;
};
mMenu.addRow(row);
// sort list by
mListSort = std::make_shared<SortList>(mWindow, "SORT GAMES BY", false);
for(unsigned int i = 0; i < FileSorts::SortTypes.size(); i++)
{
const FileData::SortType& sort = FileSorts::SortTypes.at(i);
mListSort->add(sort.description, &sort, i == 0); // TODO - actually make the sort type persistent
}
mMenu.addWithLabel("SORT GAMES BY", mListSort);
// edit game metadata
row.elements.clear();
row.addElement(std::make_shared<TextComponent>(mWindow, "EDIT THIS GAME'S METADATA", Font::get(FONT_SIZE_MEDIUM), 0x777777FF), true);
row.addElement(makeArrow(mWindow), false);
row.makeAcceptInputHandler(std::bind(&GuiGamelistOptions::openMetaDataEd, this));
mMenu.addRow(row);
// center the menu
setSize((float)Renderer::getScreenWidth(), (float)Renderer::getScreenHeight());
mMenu.setPosition((mSize.x() - mMenu.getSize().x()) / 2, (mSize.y() - mMenu.getSize().y()) / 2);
}
GuiGamelistOptions::~GuiGamelistOptions()
{
// apply sort
FileData* root = getGamelist()->getCursor()->getSystem()->getRootFolder();
root->sort(*mListSort->getSelected()); // will also recursively sort children
// notify that the root folder was sorted
getGamelist()->onFileChanged(root, FILE_SORTED);
}
void GuiGamelistOptions::openMetaDataEd()
{
// open metadata editor
FileData* file = getGamelist()->getCursor();
ScraperSearchParams p;
p.game = file;
p.system = file->getSystem();
mWindow->pushGui(new GuiMetaDataEd(mWindow, &file->metadata, file->metadata.getMDD(), p, file->getPath().filename().string(),
std::bind(&IGameListView::onFileChanged, getGamelist(), file, FILE_METADATA_CHANGED), [this, file] {
getGamelist()->remove(file);
}));
}
void GuiGamelistOptions::jumpToLetter()
{
char letter = mJumpToLetterList->getSelected();
IGameListView* gamelist = getGamelist();
// this is a really shitty way to get a list of files
const std::vector<FileData*>& files = gamelist->getCursor()->getParent()->getChildren();
long min = 0;
long max = files.size() - 1;
long mid = 0;
while(max >= min)
{
mid = ((max - min) / 2) + min;
// game somehow has no first character to check
if(files.at(mid)->getName().empty())
continue;
char checkLetter = toupper(files.at(mid)->getName()[0]);
if(checkLetter < letter)
min = mid + 1;
else if(checkLetter > letter || (mid > 0 && (letter == toupper(files.at(mid - 1)->getName()[0]))))
max = mid - 1;
else
break; //exact match found
}
gamelist->setCursor(files.at(mid));
delete this;
}
bool GuiGamelistOptions::input(InputConfig* config, Input input)
{
if((config->isMappedTo("b", input) || config->isMappedTo("select", input)) && input.value)
{
delete this;
return true;
}
return mMenu.input(config, input);
}
std::vector<HelpPrompt> GuiGamelistOptions::getHelpPrompts()
{
auto prompts = mMenu.getHelpPrompts();
prompts.push_back(HelpPrompt("b", "close"));
return prompts;
}
IGameListView* GuiGamelistOptions::getGamelist()
{
return ViewController::get()->getGameListView(mSystem).get();
}