// // 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" #include "guis/GuiGamelistFilter.h" #include "scrapers/Scraper.h" #include "views/gamelist/IGameListView.h" #include "views/UIModeController.h" #include "views/ViewController.h" #include "CollectionSystemManager.h" #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 gamelist 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(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(mWindow, getHelpStyle(), "SORT GAMES BY", false); FileData* root = mSystem->getRootFolder(); std::string sortType = root->getSortTypeString(); for (unsigned int i = 0; i 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")) { row.elements.clear(); row.addElement(std::make_shared (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); } std::map 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( 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( 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 (file->getType() == FOLDER) { if (UIModeController::getInstance()->isUIModeFull() && !fromPlaceholder && !(mSystem->isCollection() && file->getType() == FOLDER)) { row.elements.clear(); row.addElement(std::make_shared(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() && !fromPlaceholder && !(mSystem->isCollection() && file->getType() == FOLDER)) { row.elements.clear(); row.addElement(std::make_shared(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. Logic to apply or cancel settings are handled by the destructor. mMenu.addButton("APPLY", "apply", [&] { delete this; }); mMenu.addButton("CANCEL", "cancel", [&] { mCancelled = true; delete this; }); // 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(); std::function deleteBtnFunc; if (file->getType() == FOLDER) { deleteBtnFunc = NULL; } else { deleteBtnFunc = [this, file] { CollectionSystemManager::get()->deleteCollectionFiles(file); ViewController::get()->getGameListView(file->getSystem()).get()->remove(file, true); }; } 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, FILE_METADATA_CHANGED), deleteBtnFunc)); } 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, FILE_METADATA_CHANGED), deleteBtnFunc)); } } void GuiGamelistOptions::jumpToLetter() { char letter = mJumpToLetterList->getSelected().front(); // Get the gamelist. const std::vector& 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. getGamelist()->setCursor(getGamelist()->getFirstEntry()); } 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); } HelpStyle GuiGamelistOptions::getHelpStyle() { HelpStyle style = HelpStyle(); style.applyTheme(mSystem->getTheme(), "system"); return style; } std::vector 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(); }