mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2024-12-18 02:05:38 +00:00
142 lines
4.1 KiB
C++
142 lines
4.1 KiB
C++
#include "GuiGamelistOptions.h"
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#include "GuiMetaDataEd.h"
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#include "views/gamelist/IGameListView.h"
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#include "views/ViewController.h"
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GuiGamelistOptions::GuiGamelistOptions(Window* window, SystemData* system) : GuiComponent(window),
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mSystem(system),
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mMenu(window, "OPTIONS")
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{
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addChild(&mMenu);
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// jump to letter
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char curChar = getGamelist()->getCursor()->getName()[0];
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mJumpToLetterList = std::make_shared<LetterList>(mWindow, "JUMP TO LETTER", false);
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for(char c = 'A'; c <= 'Z'; c++)
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{
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mJumpToLetterList->add(std::string(1, c), c, c == curChar);
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}
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ComponentListRow row;
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row.addElement(std::make_shared<TextComponent>(mWindow, "JUMP TO LETTER", Font::get(FONT_SIZE_MEDIUM), 0x777777FF), true);
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row.addElement(mJumpToLetterList, false);
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row.input_handler = [&](InputConfig* config, Input input) {
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if(config->isMappedTo("a", input) && input.value)
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{
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jumpToLetter();
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return true;
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}
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else if(mJumpToLetterList->input(config, input))
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{
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return true;
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}
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return false;
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};
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mMenu.addRow(row);
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// sort list by
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mListSort = std::make_shared<SortList>(mWindow, "SORT GAMES BY", false);
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for(unsigned int i = 0; i < FileSorts::SortTypes.size(); i++)
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{
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const FileData::SortType& sort = FileSorts::SortTypes.at(i);
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mListSort->add(sort.description, &sort, i == 0); // TODO - actually make the sort type persistent
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}
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mMenu.addWithLabel("SORT GAMES BY", mListSort);
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// edit game metadata
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row.elements.clear();
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row.addElement(std::make_shared<TextComponent>(mWindow, "EDIT THIS GAME'S METADATA", Font::get(FONT_SIZE_MEDIUM), 0x777777FF), true);
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row.addElement(makeArrow(mWindow), false);
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row.makeAcceptInputHandler(std::bind(&GuiGamelistOptions::openMetaDataEd, this));
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mMenu.addRow(row);
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// center the menu
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setSize((float)Renderer::getScreenWidth(), (float)Renderer::getScreenHeight());
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mMenu.setPosition((mSize.x() - mMenu.getSize().x()) / 2, (mSize.y() - mMenu.getSize().y()) / 2);
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}
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GuiGamelistOptions::~GuiGamelistOptions()
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{
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// apply sort
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FileData* root = getGamelist()->getCursor()->getSystem()->getRootFolder();
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root->sort(*mListSort->getSelected()); // will also recursively sort children
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// notify that the root folder was sorted
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getGamelist()->onFileChanged(root, FILE_SORTED);
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}
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void GuiGamelistOptions::openMetaDataEd()
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{
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// open metadata editor
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FileData* file = getGamelist()->getCursor();
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ScraperSearchParams p;
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p.game = file;
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p.system = file->getSystem();
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mWindow->pushGui(new GuiMetaDataEd(mWindow, &file->metadata, file->metadata.getMDD(), p, file->getPath().filename().string(),
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std::bind(&IGameListView::onFileChanged, getGamelist(), file, FILE_METADATA_CHANGED), [this, file] {
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boost::filesystem::remove(file->getPath()); //actually delete the file on the filesystem
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file->getParent()->removeChild(file); //unlink it so list repopulations triggered from onFileChanged won't see it
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getGamelist()->onFileChanged(file, FILE_REMOVED); //tell the view
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delete file; //free it
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}));
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}
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void GuiGamelistOptions::jumpToLetter()
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{
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char letter = mJumpToLetterList->getSelected();
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IGameListView* gamelist = getGamelist();
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// this is a really shitty way to get a list of files
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const std::vector<FileData*>& files = gamelist->getCursor()->getParent()->getChildren();
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long min = 0;
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long max = files.size() - 1;
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long mid = 0;
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while(max >= min)
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{
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mid = ((max - min) / 2) + min;
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// game somehow has no first character to check
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if(files.at(mid)->getName().empty())
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continue;
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char checkLetter = toupper(files.at(mid)->getName()[0]);
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if(checkLetter < letter)
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min = mid + 1;
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else if(checkLetter > letter)
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max = mid - 1;
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else
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break; //exact match found
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}
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gamelist->setCursor(files.at(mid));
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delete this;
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}
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bool GuiGamelistOptions::input(InputConfig* config, Input input)
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{
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if((config->isMappedTo("b", input) || config->isMappedTo("select", input)) && input.value)
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{
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delete this;
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return true;
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}
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return mMenu.input(config, input);
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}
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std::vector<HelpPrompt> GuiGamelistOptions::getHelpPrompts()
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{
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auto prompts = mMenu.getHelpPrompts();
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prompts.push_back(HelpPrompt("b", "close"));
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return prompts;
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}
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IGameListView* GuiGamelistOptions::getGamelist()
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{
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return ViewController::get()->getGameListView(mSystem).get();
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}
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