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

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//
// 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 "guis/GuiGamelistFilter.h"
#include "scrapers/Scraper.h"
#include "views/gamelist/IGameListView.h"
#include "views/UIModeController.h"
#include "views/ViewController.h"
#include "CollectionSystemManager.h"
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#include "FileFilterIndex.h"
#include "FileSorts.h"
#include "GuiMetaDataEd.h"
#include "SystemData.h"
#include "Sound.h"
GuiGamelistOptions::GuiGamelistOptions(
Window* window,
SystemData* system)
: GuiComponent(window),
mSystem(system),
mMenu(window, "OPTIONS"),
fromPlaceholder(false),
mFiltersChanged(false),
mCancelled(false)
{
addChild(&mMenu);
// Check that it's not a placeholder folder - if it is, only show "Filter Options".
FileData* file = getGamelist()->getCursor();
fromPlaceholder = file->isPlaceHolder();
ComponentListRow row;
// Read the applicable favorite sorting setting depending on whether the
// system is a custom collection or not.
if (CollectionSystemManager::get()->getIsCustomCollection(file->getSystem()))
mFavoritesSorting = Settings::getInstance()->getBool("FavFirstCustom");
else
mFavoritesSorting = Settings::getInstance()->getBool("FavoritesFirst");
if (!fromPlaceholder) {
// Jump to letter quick selector.
row.elements.clear();
// The letter index is generated in FileData during game system sorting.
mFirstLetterIndex = file->getParent()->getFirstLetterIndex();
// Set the quick selector to the first character of the selected game.
if (mFavoritesSorting && file->getFavorite() && mFirstLetterIndex.front() == FAVORITE_CHAR)
mCurrentFirstCharacter = FAVORITE_CHAR;
else
mCurrentFirstCharacter = toupper(file->getSortName().front());
mJumpToLetterList = std::make_shared<LetterList>(mWindow, getHelpStyle(),
"JUMP TO...", false);
// 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);
// Sort list by selected sort type (persistent throughout the program session).
mListSort = std::make_shared<SortList>(mWindow, getHelpStyle(), "SORT GAMES BY", false);
FileData* root = mSystem->getRootFolder();
std::string sortType = root->getSortTypeString();
for (unsigned int i = 0; i <FileSorts::SortTypes.size(); i++) {
const FileData::SortType& sort = FileSorts::SortTypes.at(i);
if (sort.description == sortType)
mListSort->add(sort.description, &sort, 1);
else
mListSort->add(sort.description, &sort, 0);
}
// 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);
}
// Show filtered menu.
if (system->getName() != "recent" && !Settings::getInstance()->getBool("ForceDisableFilters")) {
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row.elements.clear();
row.addElement(std::make_shared<TextComponent>
(mWindow, "FILTER GAMELIST", Font::get(FONT_SIZE_MEDIUM), 0x777777FF), true);
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row.addElement(makeArrow(mWindow), false);
row.makeAcceptInputHandler(std::bind(&GuiGamelistOptions::openGamelistFilter, this));
mMenu.addRow(row);
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}
std::map<std::string, CollectionSystemData> customCollections =
CollectionSystemManager::get()->getCustomCollectionSystems();
if (UIModeController::getInstance()->isUIModeFull() &&
((customCollections.find(system->getName()) != customCollections.cend() &&
CollectionSystemManager::get()->getEditingCollection() != system->getName()) ||
CollectionSystemManager::get()->getCustomCollectionsBundle()->getName() ==
system->getName())) {
row.elements.clear();
row.addElement(std::make_shared<TextComponent>(
mWindow, "ADD/REMOVE GAMES TO THIS GAME COLLECTION", Font::get(FONT_SIZE_MEDIUM),
0x777777FF), true);
row.makeAcceptInputHandler(std::bind(&GuiGamelistOptions::startEditMode, this));
mMenu.addRow(row);
}
if (UIModeController::getInstance()->isUIModeFull() &&
CollectionSystemManager::get()->isEditing()) {
row.elements.clear();
row.addElement(std::make_shared<TextComponent>(
mWindow, "FINISH EDITING '" + Utils::String::toUpper(
CollectionSystemManager::get()->getEditingCollection()) +
"' COLLECTION",Font::get(FONT_SIZE_MEDIUM), 0x777777FF), true);
row.makeAcceptInputHandler(std::bind(&GuiGamelistOptions::exitEditMode, this));
mMenu.addRow(row);
}
if (UIModeController::getInstance()->isUIModeFull() && !fromPlaceholder &&
!(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);
}
// 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()
{
if (mCancelled)
return;
if (!fromPlaceholder) {
FileData* root = mSystem->getRootFolder();
// If a new sorting type was selected, then sort and update mSortTypeString for the system.
if ((*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, FILE_SORTED);
}
// Has the user changed the letter using the quick selector?
if (mCurrentFirstCharacter != mJumpToLetterList->getSelected()) {
if (mJumpToLetterList->getSelected() == FAVORITE_CHAR)
jumpToFirstRow();
else
jumpToLetter();
}
}
if (mFiltersChanged) {
// Only reload full view if we came from a placeholder as we need to
// re-display the remaining elements for whatever new game is selected.
ViewController::get()->reloadGameListView(mSystem);
}
NavigationSounds::getInstance()->playThemeNavigationSound(SCROLLSOUND);
}
void GuiGamelistOptions::openGamelistFilter()
{
mFiltersChanged = true;
GuiGamelistFilter* ggf = new GuiGamelistFilter(mWindow, mSystem);
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 == CollectionSystemManager::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();
}
CollectionSystemManager::get()->setEditMode(editingSystem);
delete this;
}
void GuiGamelistOptions::exitEditMode()
{
CollectionSystemManager::get()->exitEditMode();
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();
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std::function<void()> deleteBtnFunc;
if (file->getType() == FOLDER) {
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deleteBtnFunc = NULL;
}
else {
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deleteBtnFunc = [this, file] {
CollectionSystemManager::get()->deleteCollectionFiles(file);
ViewController::get()->getGameListView(file->getSystem()).get()->remove(file, true);
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};
}
mWindow->pushGui(new GuiMetaDataEd(mWindow, &file->metadata, file->metadata.getMDD(), p,
Utils::FileSystem::getFileName(file->getPath()), std::bind(
&IGameListView::onFileChanged, ViewController::get()->getGameListView(
file->getSystem()).get(), file, FILE_METADATA_CHANGED), deleteBtnFunc));
}
void GuiGamelistOptions::jumpToLetter()
{
char letter = mJumpToLetterList->getSelected().front();
// Get first row of the gamelist.
const std::vector<FileData*>& files = getGamelist()->getCursor()->
getParent()->getChildrenListToDisplay();
for (unsigned int i = 0; i < files.size(); i++) {
if (mFavoritesSorting && mFirstLetterIndex.front() == FAVORITE_CHAR) {
if ((char)toupper(files.at(i)->getSortName().front()) ==
letter && !files.at(i)->getFavorite()) {
getGamelist()->setCursor(files.at(i));
break;
}
}
else {
if ((char)toupper(files.at(i)->getSortName().front()) == letter) {
getGamelist()->setCursor(files.at(i));
break;
}
}
}
}
void GuiGamelistOptions::jumpToFirstRow()
{
// Get first row of the gamelist.
const std::vector<FileData*>& files = getGamelist()->getCursor()->
getParent()->getChildrenListToDisplay();
getGamelist()->setCursor(files.at(0));
}
bool GuiGamelistOptions::input(InputConfig* config, Input input)
{
if (input.value != 0 && config->isMappedTo("select", input))
mCancelled = true;
if (input.value != 0 && (config->isMappedTo("b", input) ||
config->isMappedTo("select", 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;
}
std::vector<HelpPrompt> GuiGamelistOptions::getHelpPrompts()
{
auto prompts = mMenu.getHelpPrompts();
prompts.push_back(HelpPrompt("a", "select"));
prompts.push_back(HelpPrompt("b", "close (apply)"));
prompts.push_back(HelpPrompt("select", "close (cancel)"));
return prompts;
}
IGameListView* GuiGamelistOptions::getGamelist()
{
return ViewController::get()->getGameListView(mSystem).get();
}