// SPDX-License-Identifier: MIT // // EmulationStation Desktop Edition // 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 "CollectionSystemsManager.h" #include "FileFilterIndex.h" #include "FileSorts.h" #include "GuiMetaDataEd.h" #include "MameNames.h" #include "Sound.h" #include "SystemData.h" #include "guis/GuiGamelistFilter.h" #include "scrapers/Scraper.h" #include "views/UIModeController.h" #include "views/ViewController.h" #include "views/gamelist/IGameListView.h" GuiGamelistOptions::GuiGamelistOptions(Window* window, SystemData* system) : GuiComponent(window) , mMenu(window, "OPTIONS") , mSystem(system) , mFiltersChanged(false) , mCancelled(false) , mIsCustomCollection(false) , mIsCustomCollectionGroup(false) , mCustomCollectionSystem(nullptr) { addChild(&mMenu); FileData* file = getGamelist()->getCursor(); // Check if it's a placeholder, which would limit the menu entries presented. file->isPlaceHolder(); mFromPlaceholder = file->isPlaceHolder(); ComponentListRow row; // There is some special logic required for custom collections. if (file->getSystem()->isCustomCollection() && file->getPath() != file->getSystem()->getName()) mIsCustomCollection = true; else if (file->getSystem()->isCustomCollection() && file->getPath() == file->getSystem()->getName()) mIsCustomCollectionGroup = true; if (mFromPlaceholder && file->getSystem()->isGroupedCustomCollection()) mCustomCollectionSystem = file->getSystem(); // Read the setting for whether folders are sorted on top of the gamelists. // Also check if the gamelist only contains folders, as generated by the FileData sorting. mFoldersOnTop = Settings::getInstance()->getBool("FoldersOnTop"); if (file->getType() != PLACEHOLDER) mOnlyHasFolders = file->getParent()->getOnlyFoldersFlag(); // Read the applicable favorite sorting setting depending on whether the // system is a custom collection or not. if (mIsCustomCollection) mFavoritesSorting = Settings::getInstance()->getBool("FavFirstCustom"); else mFavoritesSorting = Settings::getInstance()->getBool("FavoritesFirst"); if (!mFromPlaceholder) { // Jump to letter quick selector. row.elements.clear(); // The letter index is generated in FileData during gamelist sorting. mFirstLetterIndex = getGamelist()->getFirstLetterIndex(); // Don't include the folder name starting characters if folders are sorted on top // unless the list only contains folders. if (!mOnlyHasFolders && mFoldersOnTop && file->getType() == FOLDER) { mCurrentFirstCharacter = ViewController::FOLDER_CHAR; } else { // Check if the currently selected game is a favorite. bool isFavorite = false; if (mFirstLetterIndex.size() == 1 && mFirstLetterIndex.front() == ViewController::FAVORITE_CHAR) isFavorite = true; else if (mFirstLetterIndex.size() > 1 && (mFirstLetterIndex.front() == ViewController::FAVORITE_CHAR || mFirstLetterIndex[1] == ViewController::FAVORITE_CHAR)) isFavorite = true; // Get the first character of the game name (which could be a Unicode character). if (mFavoritesSorting && file->getFavorite() && isFavorite) mCurrentFirstCharacter = ViewController::FAVORITE_CHAR; else mCurrentFirstCharacter = Utils::String::getFirstCharacter(file->getSortName()); } mJumpToLetterList = std::make_shared(mWindow, getHelpStyle(), "JUMP TO...", false); // Enable key repeat so that the left or right button can be held to cycle through // the letters. mJumpToLetterList->setKeyRepeat(true, 650, 200); // 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); // Add the sorting entry, unless this is the grouped custom collections list. if (!mIsCustomCollectionGroup) { // Sort list by selected sort type (persistent throughout the program session). mListSort = std::make_shared(mWindow, getHelpStyle(), "SORT GAMES BY", false); FileData* root; if (mIsCustomCollection) root = getGamelist()->getCursor()->getSystem()->getRootFolder(); else root = mSystem->getRootFolder(); std::string sortType = root->getSortTypeString(); unsigned int numSortTypes = static_cast(FileSorts::SortTypes.size()); // If it's not a collection, then hide the System sort options. if (!root->getSystem()->isCollection()) numSortTypes -= 2; for (unsigned int i = 0; i < numSortTypes; ++i) { const FileData::SortType& sort = FileSorts::SortTypes.at(i); if (sort.description == sortType) mListSort->add(sort.description, &sort, true); else mListSort->add(sort.description, &sort, false); } // Enable key repeat so that the left or right button can be held to cycle through // the sort options. mListSort->setKeyRepeat(true, 650, 400); // 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); } } // Add the filters entry, unless this is the grouped custom collections system or if there // are no games for the system. if (!mIsCustomCollectionGroup && system->getRootFolder()->getChildren().size() > 0) { if (system->getName() != "recent" && Settings::getInstance()->getBool("GamelistFilters")) { 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); } } // Add a dummy entry when applicable as the menu looks quite ugly if it's just blank. else if (!CollectionSystemsManager::getInstance()->isEditing() && mSystem->getRootFolder()->getChildren().size() == 0 && !mIsCustomCollectionGroup && !mIsCustomCollection) { row.elements.clear(); row.addElement(std::make_shared(mWindow, "THIS SYSTEM HAS NO GAMES", Font::get(FONT_SIZE_MEDIUM), 0x777777FF), true); mMenu.addRow(row); } std::string customSystem; if (Settings::getInstance()->getBool("UseCustomCollectionsSystem")) customSystem = file->getSystem()->getName(); else customSystem = system->getName(); if (UIModeController::getInstance()->isUIModeFull() && (mIsCustomCollection || mIsCustomCollectionGroup)) { if (CollectionSystemsManager::getInstance()->getEditingCollection() != customSystem) { row.elements.clear(); row.addElement(std::make_shared(mWindow, "ADD/REMOVE GAMES TO THIS COLLECTION", Font::get(FONT_SIZE_MEDIUM), 0x777777FF), true); row.makeAcceptInputHandler(std::bind(&GuiGamelistOptions::startEditMode, this)); mMenu.addRow(row); } } if (UIModeController::getInstance()->isUIModeFull() && CollectionSystemsManager::getInstance()->isEditing()) { row.elements.clear(); row.addElement( std::make_shared( mWindow, "FINISH EDITING '" + Utils::String::toUpper( CollectionSystemsManager::getInstance()->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() && !mFromPlaceholder && !(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() && !mFromPlaceholder && !(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. The logic to apply or cancel settings are handled by the destructor. if ((!mIsCustomCollectionGroup && system->getRootFolder()->getChildren().size() == 0) || system->getName() == "recent") { mMenu.addButton("CLOSE", "close", [&] { mCancelled = true; delete this; }); } else { mMenu.addButton("APPLY", "apply", [&] { delete this; }); mMenu.addButton("CANCEL", "cancel", [&] { mCancelled = true; delete this; }); } // Center the menu. setSize(static_cast(Renderer::getScreenWidth()), static_cast(Renderer::getScreenHeight())); mMenu.setPosition((mSize.x - mMenu.getSize().x) / 2.0f, (mSize.y - mMenu.getSize().y) / 2.0f); } GuiGamelistOptions::~GuiGamelistOptions() { // This is required for the situation where scrolling started just before the menu // was openened. Without this, the scrolling would run until manually stopped after // the menu has been closed. ViewController::getInstance()->stopScrolling(); if (mFiltersChanged) { if (!mCustomCollectionSystem) { ViewController::getInstance()->reloadGameListView(mSystem); } else { if (!mFromPlaceholder) { ViewController::getInstance()->reloadGameListView(mSystem); } else if (!mCustomCollectionSystem->getRootFolder() ->getChildrenListToDisplay() .empty()) { ViewController::getInstance()->reloadGameListView(mSystem); getGamelist()->setCursor( mCustomCollectionSystem->getRootFolder()->getChildrenListToDisplay().front()); } } } if (mCancelled) return; if (!mFromPlaceholder) { FileData* root; if (mIsCustomCollection) root = getGamelist()->getCursor()->getSystem()->getRootFolder(); else root = mSystem->getRootFolder(); // If a new sorting type was selected, then sort and update mSortTypeString for the system. if (!mIsCustomCollectionGroup && (*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, false); } // Has the user changed the letter using the quick selector? if (mCurrentFirstCharacter != mJumpToLetterList->getSelected()) { if (mJumpToLetterList->getSelected() == ViewController::FAVORITE_CHAR || mJumpToLetterList->getSelected() == ViewController::FOLDER_CHAR) jumpToFirstRow(); else jumpToLetter(); } } if (mSystem->getRootFolder()->getChildren().size() != 0 && mSystem->getName() != "recent") NavigationSounds::getInstance().playThemeNavigationSound(SCROLLSOUND); } void GuiGamelistOptions::openGamelistFilter() { GuiGamelistFilter* ggf; auto filtersChangedFunc = [this](bool filtersChanged) { if (!mFiltersChanged) mFiltersChanged = filtersChanged; }; if (mIsCustomCollection) ggf = new GuiGamelistFilter(mWindow, getGamelist()->getCursor()->getSystem(), filtersChangedFunc); else ggf = new GuiGamelistFilter(mWindow, mSystem, filtersChangedFunc); 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 == CollectionSystemsManager::getInstance()->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(); } CollectionSystemsManager::getInstance()->setEditMode(editingSystem); // Display the indication icons which show what games are part of the custom collection // currently being edited. This is done cheaply using onFileChanged() which will trigger // populateList(). for (auto it = SystemData::sSystemVector.begin(); it != SystemData::sSystemVector.end(); ++it) { ViewController::getInstance()->getGameListView((*it))->onFileChanged( ViewController::getInstance()->getGameListView((*it))->getCursor(), false); } if (mSystem->getRootFolder()->getChildren().size() == 0) NavigationSounds::getInstance().playThemeNavigationSound(SCROLLSOUND); delete this; } void GuiGamelistOptions::exitEditMode() { CollectionSystemsManager::getInstance()->exitEditMode(); if (mSystem->getRootFolder()->getChildren().size() == 0) NavigationSounds::getInstance().playThemeNavigationSound(SCROLLSOUND); 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 clearGameBtnFunc; std::function deleteGameBtnFunc; clearGameBtnFunc = [this, file] { if (file->getType() == FOLDER) { LOG(LogInfo) << "Deleting the media files and gamelist.xml entry for the folder \"" << file->getFullPath() << "\""; } else if (file->getType() == GAME && Utils::FileSystem::isDirectory(file->getFullPath())) { LOG(LogInfo) << "Deleting the media files and gamelist.xml entry for the " "file-interpreted folder \"" << file->getFullPath() << "\""; } else { LOG(LogInfo) << "Deleting the media files and gamelist.xml entry for the file \"" << file->getFullPath() << "\""; } ViewController::getInstance()->getGameListView(file->getSystem()).get()->removeMedia(file); // Manually reset all the metadata values, set the name to the actual file/folder name. const std::vector& mdd = file->metadata.getMDD(); for (auto it = mdd.cbegin(); it != mdd.cend(); ++it) { if (it->key == "name") { if (file->isArcadeGame()) { // If it's a MAME or Neo Geo game, expand the game name accordingly. file->metadata.set(it->key, MameNames::getInstance().getCleanName(file->getCleanName())); } else { file->metadata.set(it->key, file->getDisplayName()); } continue; } file->metadata.set(it->key, it->defaultValue); } // For the special case where a directory has a supported file extension and is therefore // interpreted as a file, don't include the extension in the metadata name. if (file->getType() == GAME && Utils::FileSystem::isDirectory(file->getFullPath())) file->metadata.set("name", Utils::FileSystem::getStem(file->metadata.get("name"))); // Update all collections where the game is present. if (file->getType() == GAME) CollectionSystemsManager::getInstance()->refreshCollectionSystems(file, true); file->getSystem()->sortSystem(); // This delay reduces the likelyhood that the SVG rasterizer which is running in a // separate thread is not done until the cached background is invalidated. Without // this delay there's a high chance that some theme elements are not rendered in // time and thus not getting included in the regenerated cached background. // This is just a hack though and a better mechanism is needed to handle this. SDL_Delay(100); mWindow->invalidateCachedBackground(); // Remove the folder entry from the gamelist.xml file. file->setDeletionFlag(true); file->getParent()->getSystem()->writeMetaData(); file->setDeletionFlag(false); }; deleteGameBtnFunc = [this, file] { LOG(LogInfo) << "Deleting the game file \"" << file->getFullPath() << "\", all its media files and its gamelist.xml entry."; CollectionSystemsManager::getInstance()->deleteCollectionFiles(file); ViewController::getInstance()->getGameListView(file->getSystem()).get()->removeMedia(file); ViewController::getInstance()->getGameListView(file->getSystem()).get()->remove(file, true); mSystem->getRootFolder()->sort(*mListSort->getSelected(), mFavoritesSorting); ViewController::getInstance()->reloadGameListView(mSystem); mWindow->invalidateCachedBackground(); }; if (file->getType() == FOLDER) { mWindow->pushGui(new GuiMetaDataEd( mWindow, &file->metadata, file->metadata.getMDD(FOLDER_METADATA), p, std::bind(&IGameListView::onFileChanged, ViewController::getInstance()->getGameListView(file->getSystem()).get(), file, true), clearGameBtnFunc, deleteGameBtnFunc)); } else { mWindow->pushGui(new GuiMetaDataEd( mWindow, &file->metadata, file->metadata.getMDD(GAME_METADATA), p, std::bind(&IGameListView::onFileChanged, ViewController::getInstance()->getGameListView(file->getSystem()).get(), file, true), clearGameBtnFunc, deleteGameBtnFunc)); } } 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() == ViewController::FAVORITE_CHAR || mFirstLetterIndex.front() == ViewController::FOLDER_CHAR)) { if (static_cast(toupper(files.at(i)->getSortName().front())) == letter && !files.at(i)->getFavorite()) { if (!mOnlyHasFolders && mFoldersOnTop && files.at(i)->getType() == FOLDER) { continue; } else { getGamelist()->setCursor(files.at(i)); break; } } } else { if (static_cast(toupper(files.at(i)->getSortName().front())) == letter) { if (!mOnlyHasFolders && mFoldersOnTop && files.at(i)->getType() == FOLDER) { continue; } else { getGamelist()->setCursor(files.at(i)); break; } } } } } void GuiGamelistOptions::jumpToFirstRow() { if (mFoldersOnTop && mJumpToLetterList->getSelected() == ViewController::FAVORITE_CHAR) { // Get the gamelist. const std::vector& files = getGamelist()->getCursor()->getParent()->getChildrenListToDisplay(); // Select the first game that is not a folder, unless it's a folder-only list in // which case the first line overall is selected. for (auto it = files.cbegin(); it != files.cend(); ++it) { if (!mOnlyHasFolders && mFoldersOnTop && (*it)->getType() == FOLDER) { continue; } else { getGamelist()->setCursor(*it); break; } } } else { // Get first row of the gamelist. getGamelist()->setCursor(getGamelist()->getFirstEntry()); } } bool GuiGamelistOptions::input(InputConfig* config, Input input) { if (input.value != 0 && config->isMappedTo("back", input)) mCancelled = true; if (input.value != 0 && (config->isMappedTo("b", input) || config->isMappedTo("back", 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(); if (mSystem->getRootFolder()->getChildren().size() > 0 || mIsCustomCollectionGroup || mIsCustomCollection || CollectionSystemsManager::getInstance()->isEditing()) prompts.push_back(HelpPrompt("a", "select")); if (mSystem->getRootFolder()->getChildren().size() > 0 && mSystem->getName() != "recent") { prompts.push_back(HelpPrompt("b", "close (apply)")); prompts.push_back(HelpPrompt("back", "close (cancel)")); } else { prompts.push_back(HelpPrompt("b", "close")); prompts.push_back(HelpPrompt("back", "close")); } return prompts; } IGameListView* GuiGamelistOptions::getGamelist() { return ViewController::getInstance()->getGameListView(mSystem).get(); }