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

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// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// GuiGamelistOptions.cpp
//
// Gamelist options menu for the 'Jump to...' quick selector,
// game sorting, game filters, and metadata edit.
//
// The filter interface is covered by GuiGamelistFilter and the
// metadata edit interface is covered by GuiMetaDataEd.
//
#include "GuiGamelistOptions.h"
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#include "CollectionSystemsManager.h"
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#include "FileFilterIndex.h"
#include "FileSorts.h"
#include "GuiMetaDataEd.h"
#include "MameNames.h"
#include "Sound.h"
#include "SystemData.h"
#include "guis/GuiGamelistFilter.h"
#include "scrapers/Scraper.h"
#include "views/UIModeController.h"
#include "views/ViewController.h"
#include "views/gamelist/IGameListView.h"
GuiGamelistOptions::GuiGamelistOptions(Window* window, SystemData* system)
: GuiComponent(window)
, mMenu(window, "OPTIONS")
, mSystem(system)
, mFiltersChanged(false)
, mCancelled(false)
, mIsCustomCollection(false)
, mIsCustomCollectionGroup(false)
, mCustomCollectionSystem(nullptr)
{
addChild(&mMenu);
FileData* file = getGamelist()->getCursor();
// Check if it's a placeholder, which would limit the menu entries presented.
file->isPlaceHolder();
mFromPlaceholder = file->isPlaceHolder();
ComponentListRow row;
// There is some special logic required for custom collections.
if (file->getSystem()->isCustomCollection() && file->getPath() != file->getSystem()->getName())
mIsCustomCollection = true;
else if (file->getSystem()->isCustomCollection() &&
file->getPath() == file->getSystem()->getName())
mIsCustomCollectionGroup = true;
if (mFromPlaceholder && file->getSystem()->isGroupedCustomCollection())
mCustomCollectionSystem = file->getSystem();
// Read the setting for whether folders are sorted on top of the gamelists.
// Also check if the gamelist only contains folders, as generated by the FileData sorting.
mFoldersOnTop = Settings::getInstance()->getBool("FoldersOnTop");
if (file->getType() != PLACEHOLDER)
mOnlyHasFolders = file->getParent()->getOnlyFoldersFlag();
// Read the applicable favorite sorting setting depending on whether the
// system is a custom collection or not.
if (mIsCustomCollection)
mFavoritesSorting = Settings::getInstance()->getBool("FavFirstCustom");
else
mFavoritesSorting = Settings::getInstance()->getBool("FavoritesFirst");
if (!mFromPlaceholder) {
// Jump to letter quick selector.
row.elements.clear();
// The letter index is generated in FileData during gamelist sorting.
mFirstLetterIndex = getGamelist()->getFirstLetterIndex();
// Don't include the folder name starting characters if folders are sorted on top
// unless the list only contains folders.
if (!mOnlyHasFolders && mFoldersOnTop && file->getType() == FOLDER) {
mCurrentFirstCharacter = ViewController::FOLDER_CHAR;
}
else {
// Check if the currently selected game is a favorite.
bool isFavorite = false;
if (mFirstLetterIndex.size() == 1 &&
mFirstLetterIndex.front() == ViewController::FAVORITE_CHAR)
isFavorite = true;
else if (mFirstLetterIndex.size() > 1 &&
(mFirstLetterIndex.front() == ViewController::FAVORITE_CHAR ||
mFirstLetterIndex[1] == ViewController::FAVORITE_CHAR))
isFavorite = true;
// Get the first character of the game name (which could be a Unicode character).
if (mFavoritesSorting && file->getFavorite() && isFavorite)
mCurrentFirstCharacter = ViewController::FAVORITE_CHAR;
else
mCurrentFirstCharacter = Utils::String::getFirstCharacter(file->getSortName());
}
mJumpToLetterList =
std::make_shared<LetterList>(mWindow, getHelpStyle(), "JUMP TO...", false);
// Enable key repeat so that the left or right button can be held to cycle through
// the letters.
mJumpToLetterList->setKeyRepeat(true);
// Populate the quick selector.
for (unsigned int i = 0; i < mFirstLetterIndex.size(); i++) {
mJumpToLetterList->add(mFirstLetterIndex[i], mFirstLetterIndex[i], 0);
if (mFirstLetterIndex[i] == mCurrentFirstCharacter)
mJumpToLetterList->selectEntry(i);
}
if (system->getName() != "recent")
mMenu.addWithLabel("JUMP TO..", mJumpToLetterList);
// Add the sorting entry, unless this is the grouped custom collections list.
if (!mIsCustomCollectionGroup) {
// Sort list by selected sort type (persistent throughout the program session).
mListSort = std::make_shared<SortList>(mWindow, getHelpStyle(), "SORT GAMES BY", false);
FileData* root;
if (mIsCustomCollection)
root = getGamelist()->getCursor()->getSystem()->getRootFolder();
else
root = mSystem->getRootFolder();
std::string sortType = root->getSortTypeString();
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unsigned int numSortTypes = static_cast<unsigned int>(FileSorts::SortTypes.size());
// If it's not a collection, then hide the System sort options.
if (!root->getSystem()->isCollection())
numSortTypes -= 2;
for (unsigned int i = 0; i < numSortTypes; i++) {
const FileData::SortType& sort = FileSorts::SortTypes.at(i);
if (sort.description == sortType)
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mListSort->add(sort.description, &sort, true);
else
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mListSort->add(sort.description, &sort, false);
}
// Enable key repeat so that the left or right button can be held to cycle through
// the sort options.
mListSort->setKeyRepeat(true);
// Don't show the sort type option if the gamelist type is recent/last played.
if (system->getName() != "recent")
mMenu.addWithLabel("SORT GAMES BY", mListSort);
}
}
// Add the filters entry, unless this is the grouped custom collections system or if there
// are no games for the system.
if (!mIsCustomCollectionGroup && system->getRootFolder()->getChildren().size() > 0) {
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if (system->getName() != "recent" && Settings::getInstance()->getBool("GamelistFilters")) {
row.elements.clear();
row.addElement(std::make_shared<TextComponent>(mWindow, "FILTER GAMELIST",
Font::get(FONT_SIZE_MEDIUM), 0x777777FF),
true);
row.addElement(makeArrow(mWindow), false);
row.makeAcceptInputHandler(std::bind(&GuiGamelistOptions::openGamelistFilter, this));
mMenu.addRow(row);
}
}
// Add a dummy entry when applicable as the menu looks quite ugly if it's just blank.
else if (!CollectionSystemsManager::get()->isEditing() &&
mSystem->getRootFolder()->getChildren().size() == 0 && !mIsCustomCollectionGroup &&
!mIsCustomCollection) {
row.elements.clear();
row.addElement(std::make_shared<TextComponent>(mWindow, "THIS SYSTEM HAS NO GAMES",
Font::get(FONT_SIZE_MEDIUM), 0x777777FF),
true);
mMenu.addRow(row);
}
std::string customSystem;
if (Settings::getInstance()->getBool("UseCustomCollectionsSystem"))
customSystem = file->getSystem()->getName();
else
customSystem = system->getName();
if (UIModeController::getInstance()->isUIModeFull() &&
(mIsCustomCollection || mIsCustomCollectionGroup)) {
if (CollectionSystemsManager::get()->getEditingCollection() != customSystem) {
row.elements.clear();
row.addElement(std::make_shared<TextComponent>(mWindow,
"ADD/REMOVE GAMES TO THIS COLLECTION",
Font::get(FONT_SIZE_MEDIUM), 0x777777FF),
true);
row.makeAcceptInputHandler(std::bind(&GuiGamelistOptions::startEditMode, this));
mMenu.addRow(row);
}
}
if (UIModeController::getInstance()->isUIModeFull() &&
CollectionSystemsManager::get()->isEditing()) {
row.elements.clear();
row.addElement(std::make_shared<TextComponent>(
mWindow,
"FINISH EDITING '" +
Utils::String::toUpper(
CollectionSystemsManager::get()->getEditingCollection()) +
"' COLLECTION",
Font::get(FONT_SIZE_MEDIUM), 0x777777FF),
true);
row.makeAcceptInputHandler(std::bind(&GuiGamelistOptions::exitEditMode, this));
mMenu.addRow(row);
}
if (file->getType() == FOLDER) {
if (UIModeController::getInstance()->isUIModeFull() && !mFromPlaceholder &&
!(mSystem->isCollection() && file->getType() == FOLDER)) {
row.elements.clear();
row.addElement(std::make_shared<TextComponent>(mWindow, "EDIT THIS FOLDER'S METADATA",
Font::get(FONT_SIZE_MEDIUM), 0x777777FF),
true);
row.addElement(makeArrow(mWindow), false);
row.makeAcceptInputHandler(std::bind(&GuiGamelistOptions::openMetaDataEd, this));
mMenu.addRow(row);
}
}
else {
if (UIModeController::getInstance()->isUIModeFull() && !mFromPlaceholder &&
!(mSystem->isCollection() && file->getType() == FOLDER)) {
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);
}
}
// Buttons. The logic to apply or cancel settings are handled by the destructor.
if ((!mIsCustomCollectionGroup && system->getRootFolder()->getChildren().size() == 0) ||
system->getName() == "recent") {
mMenu.addButton("CLOSE", "close", [&] {
mCancelled = true;
delete this;
});
}
else {
mMenu.addButton("APPLY", "apply", [&] { delete this; });
mMenu.addButton("CANCEL", "cancel", [&] {
mCancelled = true;
delete this;
});
}
// Center the menu.
setSize(static_cast<float>(Renderer::getScreenWidth()),
static_cast<float>(Renderer::getScreenHeight()));
mMenu.setPosition((mSize.x - mMenu.getSize().x) / 2.0f, (mSize.y - mMenu.getSize().y) / 2.0f);
}
GuiGamelistOptions::~GuiGamelistOptions()
{
// This is required for the situation where scrolling started just before the menu
// was openened. Without this, the scrolling would run until manually stopped after
// the menu has been closed.
ViewController::get()->stopScrolling();
if (mFiltersChanged) {
if (!mCustomCollectionSystem) {
ViewController::get()->reloadGameListView(mSystem);
}
else {
if (!mFromPlaceholder) {
ViewController::get()->reloadGameListView(mSystem);
}
else if (!mCustomCollectionSystem->getRootFolder()
->getChildrenListToDisplay()
.empty()) {
ViewController::get()->reloadGameListView(mSystem);
getGamelist()->setCursor(
mCustomCollectionSystem->getRootFolder()->getChildrenListToDisplay().front());
}
}
}
if (mCancelled)
return;
if (!mFromPlaceholder) {
FileData* root;
if (mIsCustomCollection)
root = getGamelist()->getCursor()->getSystem()->getRootFolder();
else
root = mSystem->getRootFolder();
// If a new sorting type was selected, then sort and update mSortTypeString for the system.
if (!mIsCustomCollectionGroup &&
(*mListSort->getSelected()).description != root->getSortTypeString()) {
// This will also recursively sort children.
root->sort(*mListSort->getSelected(), mFavoritesSorting);
root->setSortTypeString((*mListSort->getSelected()).description);
// Notify that the root folder was sorted (refresh).
getGamelist()->onFileChanged(root, false);
}
// Has the user changed the letter using the quick selector?
if (mCurrentFirstCharacter != mJumpToLetterList->getSelected()) {
if (mJumpToLetterList->getSelected() == ViewController::FAVORITE_CHAR ||
mJumpToLetterList->getSelected() == ViewController::FOLDER_CHAR)
jumpToFirstRow();
else
jumpToLetter();
}
}
if (mSystem->getRootFolder()->getChildren().size() != 0 && mSystem->getName() != "recent")
NavigationSounds::getInstance()->playThemeNavigationSound(SCROLLSOUND);
}
void GuiGamelistOptions::openGamelistFilter()
{
GuiGamelistFilter* ggf;
auto filtersChangedFunc = [this](bool filtersChanged) {
if (!mFiltersChanged)
mFiltersChanged = filtersChanged;
};
if (mIsCustomCollection)
ggf = new GuiGamelistFilter(mWindow, getGamelist()->getCursor()->getSystem(),
filtersChangedFunc);
else
ggf = new GuiGamelistFilter(mWindow, mSystem, filtersChangedFunc);
mWindow->pushGui(ggf);
}
void GuiGamelistOptions::startEditMode()
{
std::string editingSystem = mSystem->getName();
// Need to check if we're editing the collections bundle,
// as we will want to edit the selected collection within.
if (editingSystem == CollectionSystemsManager::get()->getCustomCollectionsBundle()->getName()) {
FileData* file = getGamelist()->getCursor();
// Do we have the cursor on a specific collection?.
if (file->getType() == FOLDER)
editingSystem = file->getName();
else
// We are inside a specific collection. We want to edit that one.
editingSystem = file->getSystem()->getName();
}
CollectionSystemsManager::get()->setEditMode(editingSystem);
// Display the indication icons which show what games are part of the custom collection
// currently being edited. This is done cheaply using onFileChanged() which will trigger
// populateList().
for (auto it = SystemData::sSystemVector.begin(); it != SystemData::sSystemVector.end(); it++) {
ViewController::get()->getGameListView((*it))->onFileChanged(
ViewController::get()->getGameListView((*it))->getCursor(), false);
}
if (mSystem->getRootFolder()->getChildren().size() == 0)
NavigationSounds::getInstance()->playThemeNavigationSound(SCROLLSOUND);
delete this;
}
void GuiGamelistOptions::exitEditMode()
{
CollectionSystemsManager::get()->exitEditMode();
if (mSystem->getRootFolder()->getChildren().size() == 0)
NavigationSounds::getInstance()->playThemeNavigationSound(SCROLLSOUND);
delete this;
}
void GuiGamelistOptions::openMetaDataEd()
{
// Open metadata editor.
// Get the FileData that holds the original metadata.
FileData* file = getGamelist()->getCursor()->getSourceFileData();
ScraperSearchParams p;
p.game = file;
p.system = file->getSystem();
std::function<void()> clearGameBtnFunc;
std::function<void()> deleteGameBtnFunc;
clearGameBtnFunc = [this, file] {
if (file->getType() == FOLDER) {
LOG(LogInfo) << "Deleting the media files and gamelist.xml entry for the folder \""
<< file->getFullPath() << "\"";
}
else {
LOG(LogInfo) << "Deleting the media files and gamelist.xml entry for the file \""
<< file->getFullPath() << "\"";
}
ViewController::get()->getGameListView(file->getSystem()).get()->removeMedia(file);
// Manually reset all the metadata values, set the name to the actual file/folder name.
const std::vector<MetaDataDecl>& mdd = file->metadata.getMDD();
for (auto it = mdd.cbegin(); it != mdd.cend(); it++) {
if (it->key == "name") {
if (file->isArcadeGame()) {
// If it's a MAME or Neo Geo game, expand the game name accordingly.
file->metadata.set(
it->key, MameNames::getInstance()->getCleanName(file->getCleanName()));
}
else {
file->metadata.set(it->key, file->getDisplayName());
}
continue;
}
file->metadata.set(it->key, it->defaultValue);
}
// Update all collections where the game is present.
if (file->getType() == GAME)
CollectionSystemsManager::get()->refreshCollectionSystems(file, true);
file->getSystem()->sortSystem();
// This delay reduces the likelyhood that the SVG rasterizer which is running in a
// separate thread is not done until the cached background is invalidated. Without
// this delay there's a high chance that some theme elements are not rendered in
// time and thus not getting included in the regenerated cached background.
// This is just a hack though and a better mechanism is needed to handle this.
SDL_Delay(100);
mWindow->invalidateCachedBackground();
// Remove the folder entry from the gamelist.xml file.
file->setDeletionFlag(true);
file->getParent()->getSystem()->writeMetaData();
file->setDeletionFlag(false);
};
deleteGameBtnFunc = [this, file] {
LOG(LogInfo) << "Deleting the game file \"" << file->getFullPath()
<< "\", all its media files and its gamelist.xml entry.";
CollectionSystemsManager::get()->deleteCollectionFiles(file);
ViewController::get()->getGameListView(file->getSystem()).get()->removeMedia(file);
ViewController::get()->getGameListView(file->getSystem()).get()->remove(file, true);
mSystem->getRootFolder()->sort(*mListSort->getSelected(), mFavoritesSorting);
ViewController::get()->reloadGameListView(mSystem);
mWindow->invalidateCachedBackground();
};
if (file->getType() == FOLDER) {
mWindow->pushGui(new GuiMetaDataEd(
mWindow, &file->metadata, file->metadata.getMDD(FOLDER_METADATA), p,
Utils::FileSystem::getFileName(file->getPath()),
std::bind(&IGameListView::onFileChanged,
ViewController::get()->getGameListView(file->getSystem()).get(), file, true),
clearGameBtnFunc, deleteGameBtnFunc));
}
else {
mWindow->pushGui(new GuiMetaDataEd(
mWindow, &file->metadata, file->metadata.getMDD(GAME_METADATA), p,
Utils::FileSystem::getFileName(file->getPath()),
std::bind(&IGameListView::onFileChanged,
ViewController::get()->getGameListView(file->getSystem()).get(), file, true),
clearGameBtnFunc, deleteGameBtnFunc));
}
}
void GuiGamelistOptions::jumpToLetter()
{
char letter = mJumpToLetterList->getSelected().front();
// Get the gamelist.
const std::vector<FileData*>& files =
getGamelist()->getCursor()->getParent()->getChildrenListToDisplay();
for (unsigned int i = 0; i < files.size(); i++) {
if (mFavoritesSorting && (mFirstLetterIndex.front() == ViewController::FAVORITE_CHAR ||
mFirstLetterIndex.front() == ViewController::FOLDER_CHAR)) {
if (static_cast<char>(toupper(files.at(i)->getSortName().front())) == letter &&
!files.at(i)->getFavorite()) {
if (!mOnlyHasFolders && mFoldersOnTop && files.at(i)->getType() == FOLDER) {
continue;
}
else {
getGamelist()->setCursor(files.at(i));
break;
}
}
}
else {
if (static_cast<char>(toupper(files.at(i)->getSortName().front())) == letter) {
if (!mOnlyHasFolders && mFoldersOnTop && files.at(i)->getType() == FOLDER) {
continue;
}
else {
getGamelist()->setCursor(files.at(i));
break;
}
}
}
}
}
void GuiGamelistOptions::jumpToFirstRow()
{
if (mFoldersOnTop && mJumpToLetterList->getSelected() == ViewController::FAVORITE_CHAR) {
// Get the gamelist.
const std::vector<FileData*>& files =
getGamelist()->getCursor()->getParent()->getChildrenListToDisplay();
// Select the first game that is not a folder, unless it's a folder-only list in
// which case the first line overall is selected.
for (auto it = files.cbegin(); it != files.cend(); it++) {
if (!mOnlyHasFolders && mFoldersOnTop && (*it)->getType() == FOLDER) {
continue;
}
else {
getGamelist()->setCursor(*it);
break;
}
}
}
else {
// Get first row of the gamelist.
getGamelist()->setCursor(getGamelist()->getFirstEntry());
}
}
bool GuiGamelistOptions::input(InputConfig* config, Input input)
{
if (input.value != 0 && config->isMappedTo("back", input))
mCancelled = true;
if (input.value != 0 && (config->isMappedTo("b", input) || config->isMappedTo("back", input))) {
delete this;
return true;
}
return mMenu.input(config, input);
}
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HelpStyle GuiGamelistOptions::getHelpStyle()
{
HelpStyle style = HelpStyle();
style.applyTheme(mSystem->getTheme(), "system");
return style;
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}
std::vector<HelpPrompt> GuiGamelistOptions::getHelpPrompts()
{
auto prompts = mMenu.getHelpPrompts();
if (mSystem->getRootFolder()->getChildren().size() > 0 || mIsCustomCollectionGroup ||
mIsCustomCollection || CollectionSystemsManager::get()->isEditing())
prompts.push_back(HelpPrompt("a", "select"));
if (mSystem->getRootFolder()->getChildren().size() > 0 && mSystem->getName() != "recent") {
prompts.push_back(HelpPrompt("b", "close (apply)"));
prompts.push_back(HelpPrompt("back", "close (cancel)"));
}
else {
prompts.push_back(HelpPrompt("b", "close"));
prompts.push_back(HelpPrompt("back", "close"));
}
return prompts;
}
IGameListView* GuiGamelistOptions::getGamelist()
{
return ViewController::get()->getGameListView(mSystem).get();
}