ES-DE/es-app/src/guis/GuiSettings.cpp

250 lines
9.3 KiB
C++

// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// GuiSettings.cpp
//
// User interface template for a settings GUI.
// The saving of es_settings.xml, the reload of gamelists and some other actions are
// also triggered to be executed here via flags set by the menu entries' lambda functions.
//
#include "guis/GuiSettings.h"
#include "CollectionSystemsManager.h"
#include "FileFilterIndex.h"
#include "Settings.h"
#include "SystemData.h"
#include "Window.h"
#include "components/HelpComponent.h"
#include "guis/GuiTextEditKeyboardPopup.h"
#include "guis/GuiTextEditPopup.h"
#include "views/ViewController.h"
#include "views/gamelist/IGameListView.h"
GuiSettings::GuiSettings(Window* window, std::string title)
: GuiComponent(window)
, mMenu(window, title)
, mGoToSystem(nullptr)
, mNeedsSaving(false)
, mNeedsReloadHelpPrompts(false)
, mNeedsCollectionsUpdate(false)
, mNeedsSorting(false)
, mNeedsSortingCollections(false)
, mNeedsResetFilters(false)
, mNeedsReloading(false)
, mNeedsGoToStart(false)
, mNeedsGoToSystem(false)
, mNeedsGoToGroupedCollections(false)
, mInvalidateCachedBackground(false)
{
addChild(&mMenu);
mMenu.addButton("BACK", "back", [this] { delete this; });
setSize(static_cast<float>(Renderer::getScreenWidth()),
static_cast<float>(Renderer::getScreenHeight()));
mMenu.setPosition((mSize.x - mMenu.getSize().x) / 2.0f, Renderer::getScreenHeight() * 0.13f);
}
GuiSettings::~GuiSettings()
{
// Save on exit.
save();
}
void GuiSettings::save()
{
if (!mSaveFuncs.size())
return;
for (auto it = mSaveFuncs.cbegin(); it != mSaveFuncs.cend(); ++it)
(*it)();
if (mNeedsSaving)
Settings::getInstance()->saveFile();
if (mNeedsReloadHelpPrompts)
mWindow->reloadHelpPrompts();
if (mNeedsCollectionsUpdate) {
CollectionSystemsManager::getInstance()->loadEnabledListFromSettings();
CollectionSystemsManager::getInstance()->updateSystemsList();
}
if (mNeedsSorting) {
for (auto it = SystemData::sSystemVector.cbegin(); it != SystemData::sSystemVector.cend();
++it) {
if (!(!mNeedsSortingCollections && (*it)->isCollection()))
(*it)->sortSystem(true);
// Jump to the first row of the gamelist.
IGameListView* gameList = ViewController::getInstance()->getGameListView((*it)).get();
gameList->setCursor(gameList->getFirstEntry());
}
}
if (mNeedsResetFilters) {
for (auto it = SystemData::sSystemVector.cbegin(); // Line break.
it != SystemData::sSystemVector.cend(); ++it) {
if ((*it)->getThemeFolder() == "custom-collections") {
for (FileData* customSystem : (*it)->getRootFolder()->getChildrenListToDisplay())
customSystem->getSystem()->getIndex()->resetFilters();
}
(*it)->getIndex()->resetFilters();
}
}
if (mNeedsReloading)
ViewController::getInstance()->reloadAll();
if (mNeedsGoToStart)
ViewController::getInstance()->goToStart(true);
if (mNeedsGoToSystem)
ViewController::getInstance()->goToSystem(mGoToSystem, false);
if (mNeedsGoToGroupedCollections) {
bool groupedSystemExists = false;
for (SystemData* system : SystemData::sSystemVector) {
if (system->getThemeFolder() == "custom-collections") {
ViewController::getInstance()->goToSystem(system, false);
groupedSystemExists = true;
continue;
}
}
if (!groupedSystemExists)
// No grouped custom collection system exists, so go to the first system instead.
ViewController::getInstance()->goToSystem(SystemData::sSystemVector.front(), false);
}
if (mNeedsCollectionsUpdate) {
auto state = ViewController::getInstance()->getState();
// If we're in any view other than the grouped custom collections, always jump to the
// system view in case of any collection updates. This is overkill in some instances but
// these views can behave a bit strange during collection changes so it's better to be on
// the safe side.
if (state.getSystem()->isCollection() &&
state.getSystem()->getThemeFolder() != "custom-collections") {
ViewController::getInstance()->goToStart(false);
ViewController::getInstance()->goToSystem(SystemData::sSystemVector.front(), false);
// We don't want to invalidate the cached background when there has been a collection
// systen change as that may show a black screen in some circumstances.
return;
}
// If the last displayed custom collection was just disabled, then go to start (to the
// system view).
if (std::find(SystemData::sSystemVector.begin(), SystemData::sSystemVector.end(),
state.getSystem()) == SystemData::sSystemVector.end()) {
ViewController::getInstance()->goToStart(false);
return;
}
}
if (mInvalidateCachedBackground) {
// 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();
}
}
void GuiSettings::addEditableTextComponent(const std::string label,
std::shared_ptr<GuiComponent> ed,
std::string value,
std::string defaultValue,
bool isPassword)
{
ComponentListRow row;
row.elements.clear();
auto lbl = std::make_shared<TextComponent>(mWindow, Utils::String::toUpper(label),
Font::get(FONT_SIZE_MEDIUM), 0x777777FF);
row.addElement(lbl, true);
row.addElement(ed, true);
auto spacer = std::make_shared<GuiComponent>(mWindow);
spacer->setSize(Renderer::getScreenWidth() * 0.005f, 0);
row.addElement(spacer, false);
auto bracket = std::make_shared<ImageComponent>(mWindow);
bracket->setImage(":/graphics/arrow.svg");
bracket->setResize(glm::vec2{0.0f, lbl->getFont()->getLetterHeight()});
row.addElement(bracket, false);
// OK callback (apply new value to ed).
auto updateVal = [ed, defaultValue, isPassword](const std::string& newVal) {
// If the field is blank, apply the default value if it's been passes as an argument.
if (defaultValue != "" && newVal == "") {
ed->setValue(defaultValue);
}
// If it's a password and actually set to something, then show a star mask.
else if (isPassword && newVal == "") {
ed->setValue("");
ed->setHiddenValue("");
}
else if (isPassword) {
ed->setValue("********");
ed->setHiddenValue(newVal);
}
else {
ed->setValue(newVal);
}
};
if (Settings::getInstance()->getBool("VirtualKeyboard")) {
row.makeAcceptInputHandler([this, label, ed, updateVal, isPassword] {
// Never display the value if it's a password, instead set it to blank.
if (isPassword)
mWindow->pushGui(new GuiTextEditKeyboardPopup(
mWindow, getHelpStyle(), label, "", updateVal, false, "SAVE", "SAVE CHANGES?"));
else
mWindow->pushGui(new GuiTextEditKeyboardPopup(mWindow, getHelpStyle(), label,
ed->getValue(), updateVal, false,
"SAVE", "SAVE CHANGES?"));
});
}
else {
row.makeAcceptInputHandler([this, label, ed, updateVal, isPassword] {
if (isPassword)
mWindow->pushGui(new GuiTextEditPopup(mWindow, getHelpStyle(), label, "", updateVal,
false, "SAVE", "SAVE CHANGES?"));
else
mWindow->pushGui(new GuiTextEditPopup(mWindow, getHelpStyle(), label,
ed->getValue(), updateVal, false, "SAVE",
"SAVE CHANGES?"));
});
}
assert(ed);
addRow(row);
ed->setValue(value);
}
bool GuiSettings::input(InputConfig* config, Input input)
{
if (config->isMappedTo("b", input) && input.value != 0) {
delete this;
return true;
}
return GuiComponent::input(config, input);
}
HelpStyle GuiSettings::getHelpStyle()
{
HelpStyle style = HelpStyle();
style.applyTheme(ViewController::getInstance()->getState().getSystem()->getTheme(), "system");
return style;
}
std::vector<HelpPrompt> GuiSettings::getHelpPrompts()
{
std::vector<HelpPrompt> prompts = mMenu.getHelpPrompts();
prompts.push_back(HelpPrompt("b", "back"));
return prompts;
}