// // 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) { 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. row.elements.clear(); // Define supported character range. // This range includes all numbers, capital letters, and most reasonable symbols. char startChar = '!'; char endChar = '_'; char curChar = (char)toupper(getGamelist()->getCursor()->getSortName()[0]); if (curChar < startChar || curChar > endChar) curChar = startChar; mJumpToLetterList = std::make_shared(mWindow, getHelpStyle(), "JUMP TO...", false); if (mFavoritesSorting && system->getName() != "favorites" && system->getName() != "recent") { // Check whether the first game in the list is a favorite, if it's // not, then there are no favorites currently visible in this gamelist. if (getGamelist()->getCursor()->getParent()->getChildrenListToDisplay()[0]-> getFavorite()) { if (getGamelist()->getCursor()->getFavorite()) mJumpToLetterList->add(FAVORITE_CHAR, FAVORITE_CHAR, 1); else mJumpToLetterList->add(FAVORITE_CHAR, FAVORITE_CHAR, 0); } } for (char c = startChar; c <= endChar; c++) { // Check if c is a valid first letter in the current list. const std::vector& files = getGamelist()->getCursor()->getParent()->getChildrenListToDisplay(); for (auto file : files) { 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 (mFavoritesSorting && system->getName() != "favorites" && system->getName() != "recent" && file->getFavorite()) continue; // If the currently selected game is a favorite, set the character // as not selected so we don't get two current positions. if (mFavoritesSorting && system->getName() != "favorites" && system->getName() != "recent" && getGamelist()->getCursor()->getFavorite()) mJumpToLetterList->add(std::string(1, c), std::string(1, c), 0); else mJumpToLetterList->add(std::string(1, c), std::string(1, c), c == curChar); break; } } } row.addElement(std::make_shared( mWindow, "JUMP TO...", Font::get(FONT_SIZE_MEDIUM), 0x777777FF), true); row.addElement(mJumpToLetterList, false); row.input_handler = [&](InputConfig* config, Input input) { if (config->isMappedTo("a", input) && input.value) { NavigationSounds::getInstance()->playThemeNavigationSound(SCROLLSOUND); if (mJumpToLetterList->getSelected() == FAVORITE_CHAR) jumpToFirstRow(); else jumpToLetter(); return true; } else if (mJumpToLetterList->input(config, input)) { return true; } return false; }; if (system->getName() != "recent") mMenu.addRow(row); // 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 (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); } // 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 (!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()) { NavigationSounds::getInstance()->playThemeNavigationSound(SCROLLSOUND); // This will also recursively sort children. root->sort(*mListSort->getSelected(), mFavoritesSorting); root->setSortTypeString((*mListSort->getSelected()).description); // Select the first row of the gamelist. FileData* firstRow = getGamelist()->getCursor()->getParent()-> getChildrenListToDisplay()[0]; getGamelist()->setCursor(firstRow); // Notify that the root folder was sorted. getGamelist()->onFileChanged(root, FILE_SORTED); } } 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); } } 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); }; } mWindow->pushGui(new GuiMetaDataEd(mWindow, &file->metadata, file->metadata.getMDD(), 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()[0]; // Get first row of the gamelist. const std::vector& files = getGamelist()->getCursor()-> getParent()->getChildrenListToDisplay(); for (unsigned int i = 0; i < files.size(); i++) { if (mFavoritesSorting && mSystem->getName() != "favorites") { if ((char)toupper(files.at(i)->getSortName()[0]) == letter && !files.at(i)->getFavorite()) { getGamelist()->setCursor(files.at(i)); break; } } else { if ((char)toupper(files.at(i)->getSortName()[0]) == letter) { getGamelist()->setCursor(files.at(i)); break; } } } delete this; } void GuiGamelistOptions::jumpToFirstRow() { // Get first row of the gamelist. const std::vector& files = getGamelist()->getCursor()-> getParent()->getChildrenListToDisplay(); getGamelist()->setCursor(files.at(0)); delete this; } bool GuiGamelistOptions::input(InputConfig* config, Input input) { if ((config->isMappedTo("b", input) || config->isMappedTo("select", input)) && input.value) { 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("b", "close")); return prompts; } IGameListView* GuiGamelistOptions::getGamelist() { return ViewController::get()->getGameListView(mSystem).get(); }