Added support for jumping to favorites in the 'Jump to...' quick selector

This commit is contained in:
Leon Styhre 2020-05-15 18:16:04 +02:00
parent c01d1491e6
commit fc6183d918
3 changed files with 84 additions and 4 deletions

View file

@ -35,6 +35,26 @@ GuiGamelistOptions::GuiGamelistOptions(Window* window, SystemData* system) : Gui
curChar = startChar;
mJumpToLetterList = std::make_shared<LetterList>(mWindow, "JUMP TO...", false);
if(Settings::getInstance()->getBool("FavoritesFirst") && system->getName() != "favorites" && system->getName() != "recent")
{
// set firstFavorite to the numerical entry of the first favorite game in the list
// if no favorites are found set it to -1
findFirstFavorite();
// if the currently selected game is a favorite, set curChar to 0 so we don't get two current positions
if(getGamelist()->getCursor()->getFavorite())
curChar = 0;
if (firstFavorite != -1)
{
if (getGamelist()->getCursor()->getFavorite())
mJumpToLetterList->add(std::string(1, FAV_CHAR), FAV_CHAR, 1);
else
mJumpToLetterList->add(std::string(1, FAV_CHAR), FAV_CHAR, 0);
}
}
for (char c = startChar; c <= endChar; c++)
{
// check if c is a valid first letter in current list
@ -44,6 +64,10 @@ GuiGamelistOptions::GuiGamelistOptions(Window* window, SystemData* system) : Gui
char candidate = (char)toupper(file->getSortName()[0]);
if (c == candidate)
{
// if the game is a favorite, continue to the next entry in the list
if (firstFavorite != -1 && file->getFavorite())
continue;
mJumpToLetterList->add(std::string(1, c), c, c == curChar);
break;
}
@ -54,7 +78,12 @@ GuiGamelistOptions::GuiGamelistOptions(Window* window, SystemData* system) : Gui
row.addElement(mJumpToLetterList, false);
row.input_handler = [&](InputConfig* config, Input input) {
if(config->isMappedTo("a", input) && input.value)
{
{
if(mJumpToLetterList->getSelected() == FAV_CHAR)
{
jumpToFirstFavorite();
return true;
}
jumpToLetter();
return true;
}
@ -228,7 +257,16 @@ void GuiGamelistOptions::jumpToLetter()
else if(checkLetter > letter || (mid > 0 && (letter == toupper(files.at(mid - 1)->getSortName()[0]))))
max = mid - 1;
else
break; //exact match found
{
// exact match found
// step through games to exclude favorites
if (firstFavorite != -1)
{
while(files[mid]->getFavorite())
mid++;
}
break;
}
}
gamelist->setCursor(files.at(mid));
@ -236,6 +274,42 @@ void GuiGamelistOptions::jumpToLetter()
delete this;
}
void GuiGamelistOptions::findFirstFavorite()
{
IGameListView* gamelist = getGamelist();
// this is a really shitty way to get a list of files
const std::vector<FileData*>& files = gamelist->getCursor()->getParent()->getChildrenListToDisplay();
long loop = 0;
long max = (long)files.size() - 1;
// Loop through the game list looking for the first game marked as a favorite
while (!files[loop]->getFavorite() and loop < max)
loop++;
// if the last entry in the game list was not a favorite then there were none for this system
if (!files[loop]->getFavorite())
{
firstFavorite = -1;
return;
}
firstFavorite = loop;
}
void GuiGamelistOptions::jumpToFirstFavorite()
{
IGameListView* gamelist = getGamelist();
// this is a really shitty way to get a list of files
const std::vector<FileData*>& files = gamelist->getCursor()->getParent()->getChildrenListToDisplay();
gamelist->setCursor(files.at(firstFavorite));
delete this;
}
bool GuiGamelistOptions::input(InputConfig* config, Input input)
{
if((config->isMappedTo("b", input) || config->isMappedTo("select", input)) && input.value)

View file

@ -2,6 +2,8 @@
#ifndef ES_APP_GUIS_GUI_GAME_LIST_OPTIONS_H
#define ES_APP_GUIS_GUI_GAME_LIST_OPTIONS_H
#define FAV_CHAR '*'
#include "components/MenuComponent.h"
#include "components/OptionListComponent.h"
#include "FileData.h"
@ -26,6 +28,10 @@ private:
void startEditMode();
void exitEditMode();
void jumpToLetter();
void findFirstFavorite();
void jumpToFirstFavorite();
long firstFavorite = -1;
MenuComponent mMenu;

View file

@ -526,11 +526,11 @@ void SystemView::renderCarousel(const Transform4x4f& trans)
float distance = i - mCamOffset;
float scale = 1.0f + ((mCarousel.logoScale - 1.0f) * (1.0f - fabs(distance)));
float scale = 1.0f + ((mCarousel.logoScale - 1.0f) * (1.0f - abs(distance)));
scale = Math::min(mCarousel.logoScale, Math::max(1.0f, scale));
scale /= mCarousel.logoScale;
int opacity = (int)Math::round(0x80 + ((0xFF - 0x80) * (1.0f - fabs(distance))));
int opacity = (int)Math::round(0x80 + ((0xFF - 0x80) * (1.0f - abs(distance))));
opacity = Math::max((int) 0x80, opacity);
const std::shared_ptr<GuiComponent> &comp = mEntries.at(index).data.logo;