mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2024-11-25 23:55:38 +00:00
Removed the 'Enable menu scroll indicators' menu option.
This commit is contained in:
parent
63e936ba09
commit
0ef6a22248
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@ -604,18 +604,6 @@ void GuiMenu::openUIOptions()
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}
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});
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// Enable menu scroll indicators.
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auto scroll_indicators = std::make_shared<SwitchComponent>();
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scroll_indicators->setState(Settings::getInstance()->getBool("ScrollIndicators"));
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s->addWithLabel("ENABLE MENU SCROLL INDICATORS", scroll_indicators);
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s->addSaveFunc([scroll_indicators, s] {
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if (scroll_indicators->getState() != Settings::getInstance()->getBool("ScrollIndicators")) {
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Settings::getInstance()->setBool("ScrollIndicators", scroll_indicators->getState());
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s->setNeedsSaving();
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s->setInvalidateCachedBackground();
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}
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});
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// Enable the 'Y' button for tagging games as favorites.
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auto favorites_add_button = std::make_shared<SwitchComponent>();
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favorites_add_button->setState(Settings::getInstance()->getBool("FavoritesAddButton"));
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@ -186,7 +186,6 @@ void Settings::setDefaults()
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mBoolMap["FavoritesStar"] = {true, true};
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mBoolMap["ListScrollOverlay"] = {false, false};
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mBoolMap["VirtualKeyboard"] = {true, true};
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mBoolMap["ScrollIndicators"] = {true, true};
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mBoolMap["FavoritesAddButton"] = {true, true};
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mBoolMap["RandomAddButton"] = {false, false};
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mBoolMap["GamelistFilters"] = {true, true};
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@ -30,120 +30,104 @@ public:
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scrollUp->setOpacity(0.0f);
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scrollDown->setOpacity(0.0f);
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if (!Settings::getInstance()->getBool("ScrollIndicators")) {
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// If the scroll indicators setting is disabled, then show a permanent down arrow
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// symbol when the component list contains more entries than can fit on screen.
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componentList.get()->setScrollIndicatorChangedCallback(
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[scrollUp, scrollDown](ComponentList::ScrollIndicator state, bool singleRowScroll) {
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if (state == ComponentList::SCROLL_UP ||
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state == ComponentList::SCROLL_UP_DOWN ||
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state == ComponentList::SCROLL_DOWN) {
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scrollDown->setOpacity(1.0f);
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}
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});
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}
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else {
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// If the scroll indicator setting is enabled, then also show the up and up/down
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// combination and switch between these as the list is scrolled.
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componentList.get()->setScrollIndicatorChangedCallback(
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[this, scrollUp, scrollDown](ComponentList::ScrollIndicator state,
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bool singleRowScroll) {
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float fadeTime {FADE_IN_TIME};
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componentList.get()->setScrollIndicatorChangedCallback(
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[this, scrollUp, scrollDown](ComponentList::ScrollIndicator state,
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bool singleRowScroll) {
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float fadeTime {FADE_IN_TIME};
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bool upFadeIn = false;
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bool upFadeOut = false;
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bool downFadeIn = false;
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bool downFadeOut = false;
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bool upFadeIn = false;
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bool upFadeOut = false;
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bool downFadeIn = false;
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bool downFadeOut = false;
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scrollUp->finishAnimation(0);
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scrollDown->finishAnimation(0);
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scrollUp->finishAnimation(0);
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scrollDown->finishAnimation(0);
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if (state == ComponentList::SCROLL_UP &&
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mPreviousScrollState == ComponentList::SCROLL_NONE) {
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scrollUp->setOpacity(1.0f);
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}
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else if (state == ComponentList::SCROLL_UP &&
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mPreviousScrollState == ComponentList::SCROLL_UP_DOWN) {
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downFadeOut = true;
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}
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else if (state == ComponentList::SCROLL_UP &&
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mPreviousScrollState == ComponentList::SCROLL_DOWN) {
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upFadeIn = true;
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fadeTime *= 2.0f;
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scrollDown->setOpacity(0.0f);
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}
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else if (state == ComponentList::SCROLL_UP_DOWN &&
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mPreviousScrollState == ComponentList::SCROLL_NONE) {
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scrollUp->setOpacity(1.0f);
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scrollDown->setOpacity(1.0f);
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}
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else if (state == ComponentList::SCROLL_UP_DOWN &&
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mPreviousScrollState == ComponentList::SCROLL_DOWN) {
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upFadeIn = true;
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}
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else if (state == ComponentList::SCROLL_UP_DOWN &&
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mPreviousScrollState == ComponentList::SCROLL_UP) {
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downFadeIn = true;
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}
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else if (state == ComponentList::SCROLL_DOWN &&
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mPreviousScrollState == ComponentList::SCROLL_NONE) {
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scrollDown->setOpacity(1.0f);
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}
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else if (state == ComponentList::SCROLL_DOWN &&
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mPreviousScrollState == ComponentList::SCROLL_UP_DOWN) {
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upFadeOut = true;
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}
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else if (state == ComponentList::SCROLL_DOWN &&
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mPreviousScrollState == ComponentList::SCROLL_UP) {
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downFadeIn = true;
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fadeTime *= 2.0f;
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scrollUp->setOpacity(0.0f);
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}
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if (state == ComponentList::SCROLL_UP &&
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mPreviousScrollState == ComponentList::SCROLL_NONE) {
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scrollUp->setOpacity(1.0f);
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}
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else if (state == ComponentList::SCROLL_UP &&
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mPreviousScrollState == ComponentList::SCROLL_UP_DOWN) {
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downFadeOut = true;
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}
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else if (state == ComponentList::SCROLL_UP &&
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mPreviousScrollState == ComponentList::SCROLL_DOWN) {
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upFadeIn = true;
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fadeTime *= 2.0f;
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scrollDown->setOpacity(0.0f);
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}
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else if (state == ComponentList::SCROLL_UP_DOWN &&
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mPreviousScrollState == ComponentList::SCROLL_NONE) {
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scrollUp->setOpacity(1.0f);
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scrollDown->setOpacity(1.0f);
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}
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else if (state == ComponentList::SCROLL_UP_DOWN &&
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mPreviousScrollState == ComponentList::SCROLL_DOWN) {
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upFadeIn = true;
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}
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else if (state == ComponentList::SCROLL_UP_DOWN &&
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mPreviousScrollState == ComponentList::SCROLL_UP) {
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downFadeIn = true;
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}
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else if (state == ComponentList::SCROLL_DOWN &&
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mPreviousScrollState == ComponentList::SCROLL_NONE) {
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scrollDown->setOpacity(1.0f);
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}
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else if (state == ComponentList::SCROLL_DOWN &&
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mPreviousScrollState == ComponentList::SCROLL_UP_DOWN) {
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upFadeOut = true;
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}
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else if (state == ComponentList::SCROLL_DOWN &&
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mPreviousScrollState == ComponentList::SCROLL_UP) {
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downFadeIn = true;
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fadeTime *= 2.0f;
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scrollUp->setOpacity(0.0f);
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}
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// If jumping more than one row using the shoulder or trigger buttons, then
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// don't fade the indicators.
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if (!singleRowScroll)
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fadeTime = 0.0f;
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// If jumping more than one row using the shoulder or trigger buttons, then
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// don't fade the indicators.
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if (!singleRowScroll)
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fadeTime = 0.0f;
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if (upFadeIn) {
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auto upFadeInFunc = [scrollUp](float t) {
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scrollUp->setOpacity(glm::mix(0.0f, 1.0f, t));
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};
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scrollUp->setAnimation(
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new LambdaAnimation(upFadeInFunc, static_cast<int>(fadeTime)), 0,
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nullptr, false);
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}
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if (upFadeIn) {
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auto upFadeInFunc = [scrollUp](float t) {
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scrollUp->setOpacity(glm::mix(0.0f, 1.0f, t));
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};
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scrollUp->setAnimation(
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new LambdaAnimation(upFadeInFunc, static_cast<int>(fadeTime)), 0, nullptr,
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false);
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}
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if (upFadeOut) {
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auto upFadeOutFunc = [scrollUp](float t) {
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scrollUp->setOpacity(glm::mix(0.0f, 1.0f, t));
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};
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scrollUp->setAnimation(
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new LambdaAnimation(upFadeOutFunc, static_cast<int>(fadeTime)), 0,
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nullptr, true);
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}
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if (upFadeOut) {
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auto upFadeOutFunc = [scrollUp](float t) {
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scrollUp->setOpacity(glm::mix(0.0f, 1.0f, t));
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};
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scrollUp->setAnimation(
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new LambdaAnimation(upFadeOutFunc, static_cast<int>(fadeTime)), 0, nullptr,
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true);
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}
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if (downFadeIn) {
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auto downFadeInFunc = [scrollDown](float t) {
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scrollDown->setOpacity(glm::mix(0.0f, 1.0f, t));
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};
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scrollDown->setAnimation(
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new LambdaAnimation(downFadeInFunc, static_cast<int>(fadeTime)), 0,
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nullptr, false);
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}
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if (downFadeIn) {
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auto downFadeInFunc = [scrollDown](float t) {
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scrollDown->setOpacity(glm::mix(0.0f, 1.0f, t));
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};
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scrollDown->setAnimation(
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new LambdaAnimation(downFadeInFunc, static_cast<int>(fadeTime)), 0, nullptr,
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false);
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}
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if (downFadeOut) {
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auto downFadeOutFunc = [scrollDown](float t) {
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scrollDown->setOpacity(glm::mix(0.0f, 1.0f, t));
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};
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scrollDown->setAnimation(
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new LambdaAnimation(downFadeOutFunc, static_cast<int>(fadeTime)), 0,
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nullptr, true);
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}
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if (downFadeOut) {
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auto downFadeOutFunc = [scrollDown](float t) {
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scrollDown->setOpacity(glm::mix(0.0f, 1.0f, t));
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};
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scrollDown->setAnimation(
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new LambdaAnimation(downFadeOutFunc, static_cast<int>(fadeTime)), 0,
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nullptr, true);
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}
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mPreviousScrollState = state;
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});
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}
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mPreviousScrollState = state;
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});
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}
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private:
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