#include "GuiGamelistOptions.h" #include "GuiMetaDataEd.h" #include "views/gamelist/IGameListView.h" #include "views/ViewController.h" GuiGamelistOptions::GuiGamelistOptions(Window* window, SystemData* system) : GuiComponent(window), mSystem(system), mMenu(window, "OPTIONS") { addChild(&mMenu); // jump to letter char curChar = toupper(getGamelist()->getCursor()->getName()[0]); if(curChar < 'A' || curChar > 'Z') curChar = 'A'; mJumpToLetterList = std::make_shared(mWindow, "JUMP TO LETTER", false); for(char c = 'A'; c <= 'Z'; c++) mJumpToLetterList->add(std::string(1, c), c, c == curChar); ComponentListRow row; row.addElement(std::make_shared(mWindow, "JUMP TO LETTER", 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) { jumpToLetter(); return true; } else if(mJumpToLetterList->input(config, input)) { return true; } return false; }; mMenu.addRow(row); // sort list by mListSort = std::make_shared(mWindow, "SORT GAMES BY", false); for(unsigned int i = 0; i < FileSorts::SortTypes.size(); i++) { const FileData::SortType& sort = FileSorts::SortTypes.at(i); mListSort->add(sort.description, &sort, i == 0); // TODO - actually make the sort type persistent } mMenu.addWithLabel("SORT GAMES BY", mListSort); // edit game metadata 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() { // apply sort FileData* root = getGamelist()->getCursor()->getSystem()->getRootFolder(); root->sort(*mListSort->getSelected()); // will also recursively sort children // notify that the root folder was sorted getGamelist()->onFileChanged(root, FILE_SORTED); } void GuiGamelistOptions::openMetaDataEd() { // open metadata editor FileData* file = getGamelist()->getCursor(); ScraperSearchParams p; p.game = file; p.system = file->getSystem(); mWindow->pushGui(new GuiMetaDataEd(mWindow, &file->metadata, file->metadata.getMDD(), p, file->getPath().filename().string(), std::bind(&IGameListView::onFileChanged, getGamelist(), file, FILE_METADATA_CHANGED), [this, file] { getGamelist()->remove(file); })); } void GuiGamelistOptions::jumpToLetter() { char letter = mJumpToLetterList->getSelected(); IGameListView* gamelist = getGamelist(); // this is a really shitty way to get a list of files const std::vector& files = gamelist->getCursor()->getParent()->getChildren(); long min = 0; long max = files.size() - 1; long mid = 0; while(max >= min) { mid = ((max - min) / 2) + min; // game somehow has no first character to check if(files.at(mid)->getName().empty()) continue; char checkLetter = toupper(files.at(mid)->getName()[0]); if(checkLetter < letter) min = mid + 1; else if(checkLetter > letter) max = mid - 1; else break; //exact match found } gamelist->setCursor(files.at(mid)); 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); } 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(); }