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

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// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// GuiGameScraper.cpp
//
// Single game scraping user interface.
// This interface is triggered from GuiMetaDataEd.
// GuiScraperSearch is called from here.
//
#include "guis/GuiGameScraper.h"
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#include "FileData.h"
#include "MameNames.h"
#include "SystemData.h"
#include "components/ButtonComponent.h"
#include "components/MenuComponent.h"
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#include "components/TextComponent.h"
#include "views/ViewController.h"
GuiGameScraper::GuiGameScraper(Window* window,
ScraperSearchParams params,
std::function<void(const ScraperSearchResult&)> doneFunc)
: GuiComponent(window)
, mClose(false)
, mGrid(window, glm::ivec2{2, 6})
, mBox(window, ":/graphics/frame.svg")
, mSearchParams(params)
{
addChild(&mBox);
addChild(&mGrid);
std::string scrapeName;
if (Settings::getInstance()->getBool("ScraperSearchMetadataName")) {
scrapeName = mSearchParams.game->getName();
}
else {
if (params.game->isArcadeGame() &&
Settings::getInstance()->getString("Scraper") == "thegamesdb")
scrapeName =
Utils::FileSystem::getFileName(mSearchParams.game->getPath()) + " (" +
MameNames::getInstance()->getCleanName(mSearchParams.game->getCleanName()) + ")";
else
scrapeName = Utils::FileSystem::getFileName(mSearchParams.game->getPath());
}
mGameName = std::make_shared<TextComponent>(
mWindow,
scrapeName +
((mSearchParams.game->getType() == FOLDER) ? " " + ViewController::FOLDER_CHAR : ""),
Font::get(FONT_SIZE_LARGE), 0x777777FF, ALIGN_CENTER);
mGameName->setColor(0x555555FF);
mGrid.setEntry(mGameName, glm::ivec2{0, 0}, false, true, glm::ivec2{2, 2});
mSystemName = std::make_shared<TextComponent>(
mWindow, Utils::String::toUpper(mSearchParams.system->getFullName()),
Font::get(FONT_SIZE_SMALL), 0x888888FF, ALIGN_CENTER);
mGrid.setEntry(mSystemName, glm::ivec2{0, 2}, false, true, glm::ivec2{2, 1});
// Row 3 is a spacer.
// GuiScraperSearch.
mSearch = std::make_shared<GuiScraperSearch>(window, GuiScraperSearch::NEVER_AUTO_ACCEPT, 1);
mGrid.setEntry(mSearch, glm::ivec2{0, 4}, true, true, glm::ivec2{2, 1});
mResultList = mSearch->getResultList();
// Set up scroll indicators.
mScrollUp = std::make_shared<ImageComponent>(mWindow);
mScrollDown = std::make_shared<ImageComponent>(mWindow);
mScrollIndicator =
std::make_shared<ScrollIndicatorComponent>(mResultList, mScrollUp, mScrollDown);
mScrollUp->setResize(0.0f, mGameName->getFont()->getLetterHeight() / 2.0f);
mScrollUp->setOrigin(0.0f, -0.35f);
mScrollDown->setResize(0.0f, mGameName->getFont()->getLetterHeight() / 2.0f);
mScrollDown->setOrigin(0.0f, 0.35f);
mGrid.setEntry(mScrollUp, glm::ivec2{1, 0}, false, false, glm::ivec2{1, 1});
mGrid.setEntry(mScrollDown, glm::ivec2{1, 1}, false, false, glm::ivec2{1, 1});
// Buttons
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std::vector<std::shared_ptr<ButtonComponent>> buttons;
buttons.push_back(
std::make_shared<ButtonComponent>(mWindow, "REFINE SEARCH", "refine search", [&] {
// Refine the search, unless the result has already been accepted.
if (!mSearch->getAcceptedResult()) {
// Copy any search refine that may have been previously entered by opening
// the input screen using the "Y" button shortcut.
mSearchParams.nameOverride = mSearch->getNameOverride();
mSearch->openInputScreen(mSearchParams);
mGrid.resetCursor();
}
}));
buttons.push_back(std::make_shared<ButtonComponent>(mWindow, "CANCEL", "cancel", [&] {
if (mSearch->getSavedNewMedia()) {
// If the user aborted the scraping but there was still some media downloaded,
// then force an unload of the textures for the game image and marquee, and make
// an update of the game entry. Otherwise the images would not get updated until
// the user scrolls up and down the gamelist.
TextureResource::manualUnload(mSearchParams.game->getImagePath(), false);
TextureResource::manualUnload(mSearchParams.game->getMarqueePath(), false);
ViewController::get()->onFileChanged(mSearchParams.game, true);
}
delete this;
}));
mButtonGrid = makeButtonGrid(mWindow, buttons);
mGrid.setEntry(mButtonGrid, glm::ivec2{0, 5}, true, false, glm::ivec2{2, 1});
mSearch->setAcceptCallback([this, doneFunc](const ScraperSearchResult& result) {
doneFunc(result);
close();
});
mSearch->setCancelCallback([&] { delete this; });
mSearch->setRefineCallback([&] {
mScrollUp->setOpacity(0);
mScrollDown->setOpacity(0);
mResultList->resetScrollIndicatorStatus();
});
// Limit the width of the GUI on ultrawide monitors. The 1.778 aspect ratio value is
// the 16:9 reference.
float aspectValue = 1.778f / Renderer::getScreenAspectRatio();
float width = glm::clamp(0.95f * aspectValue, 0.70f, 0.95f) * Renderer::getScreenWidth();
float height = (mGameName->getFont()->getLetterHeight() +
static_cast<float>(Renderer::getScreenHeight()) * 0.0637f) +
mSystemName->getFont()->getLetterHeight() +
static_cast<float>(Renderer::getScreenHeight()) * 0.04f +
mButtonGrid->getSize().y + Font::get(FONT_SIZE_MEDIUM)->getHeight() * 8.0f;
setSize(width, height);
setPosition((Renderer::getScreenWidth() - mSize.x) / 2.0f,
(Renderer::getScreenHeight() - mSize.y) / 2.0f);
mGrid.resetCursor();
mSearch->search(params); // Start the search.
}
void GuiGameScraper::onSizeChanged()
{
mGrid.setRowHeightPerc(
0, (mGameName->getFont()->getLetterHeight() + Renderer::getScreenHeight() * 0.0637f) /
mSize.y / 2.0f);
mGrid.setRowHeightPerc(
1, (mGameName->getFont()->getLetterHeight() + Renderer::getScreenHeight() * 0.0637f) /
mSize.y / 2.0f);
mGrid.setRowHeightPerc(2, mSystemName->getFont()->getLetterHeight() / mSize.y, false);
mGrid.setRowHeightPerc(3, 0.04f, false);
mGrid.setRowHeightPerc(4, (Font::get(FONT_SIZE_MEDIUM)->getHeight() * 8.0f) / mSize.y, false);
mGrid.setColWidthPerc(1, 0.04f);
mGrid.setSize(glm::round(mSize));
mBox.fitTo(mSize, glm::vec3{}, glm::vec2{-32.0f, -32.0f});
// Add some extra margins to the game name.
const float newSizeX = mSize.x * 0.96f;
mGameName->setSize(newSizeX, mGameName->getSize().y);
mGameName->setPosition((mSize.x - newSizeX) / 2.0f, 0.0f);
}
bool GuiGameScraper::input(InputConfig* config, Input input)
{
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if (config->isMappedTo("b", input) && input.value) {
if (mSearch->getSavedNewMedia()) {
// If the user aborted the scraping but there was still some media downloaded,
// then force an unload of the textures for the game image and marquee, and make
// an update of the game entry. Otherwise the images would not get updated until
// the user scrolls up and down the gamelist.
TextureResource::manualUnload(mSearchParams.game->getImagePath(), false);
TextureResource::manualUnload(mSearchParams.game->getMarqueePath(), false);
ViewController::get()->onFileChanged(mSearchParams.game, true);
}
delete this;
return true;
}
return GuiComponent::input(config, input);
}
void GuiGameScraper::update(int deltaTime)
{
GuiComponent::update(deltaTime);
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if (mClose)
delete this;
}
std::vector<HelpPrompt> GuiGameScraper::getHelpPrompts()
{
std::vector<HelpPrompt> prompts = mGrid.getHelpPrompts();
prompts.push_back(HelpPrompt("b", "back (cancel)"));
return prompts;
}
HelpStyle GuiGameScraper::getHelpStyle()
{
HelpStyle style = HelpStyle();
style.applyTheme(ViewController::get()->getState().getSystem()->getTheme(), "system");
return style;
}
void GuiGameScraper::close()
{
// This will cause update() to close the GUI.
mClose = true;
}