mirror of
https://github.com/RetroDECK/ES-DE.git
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3683866062
Also added the scroll indicators and replaced a text margin hack with a proper solution.
223 lines
8.6 KiB
C++
223 lines
8.6 KiB
C++
// SPDX-License-Identifier: MIT
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//
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// EmulationStation Desktop Edition
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// GuiGameScraper.cpp
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//
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// Single game scraping user interface.
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// This interface is triggered from GuiMetaDataEd.
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// GuiScraperSearch is called from here.
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//
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#include "guis/GuiGameScraper.h"
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#include "FileData.h"
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#include "MameNames.h"
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#include "SystemData.h"
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#include "components/ButtonComponent.h"
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#include "components/MenuComponent.h"
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#include "components/TextComponent.h"
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#include "views/ViewController.h"
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GuiGameScraper::GuiGameScraper(Window* window,
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ScraperSearchParams params,
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std::function<void(const ScraperSearchResult&)> doneFunc)
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: GuiComponent(window)
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, mClose(false)
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, mGrid(window, glm::ivec2{2, 6})
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, mBox(window, ":/graphics/frame.svg")
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, mSearchParams(params)
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{
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addChild(&mBox);
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addChild(&mGrid);
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std::string scrapeName;
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if (Settings::getInstance()->getBool("ScraperSearchMetadataName")) {
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scrapeName = mSearchParams.game->getName();
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}
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else {
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if (params.game->isArcadeGame() &&
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Settings::getInstance()->getString("Scraper") == "thegamesdb")
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scrapeName =
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Utils::FileSystem::getFileName(mSearchParams.game->getPath()) + " (" +
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MameNames::getInstance()->getCleanName(mSearchParams.game->getCleanName()) + ")";
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else
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scrapeName = Utils::FileSystem::getFileName(mSearchParams.game->getPath());
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}
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mGameName = std::make_shared<TextComponent>(
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mWindow,
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scrapeName +
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((mSearchParams.game->getType() == FOLDER) ? " " + ViewController::FOLDER_CHAR : ""),
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Font::get(FONT_SIZE_LARGE), 0x777777FF, ALIGN_CENTER);
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mGameName->setColor(0x555555FF);
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mGrid.setEntry(mGameName, glm::ivec2{0, 0}, false, true, glm::ivec2{2, 2});
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mSystemName = std::make_shared<TextComponent>(
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mWindow, Utils::String::toUpper(mSearchParams.system->getFullName()),
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Font::get(FONT_SIZE_SMALL), 0x888888FF, ALIGN_CENTER);
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mGrid.setEntry(mSystemName, glm::ivec2{0, 2}, false, true, glm::ivec2{2, 1});
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// Row 3 is a spacer.
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// GuiScraperSearch.
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mSearch = std::make_shared<GuiScraperSearch>(window, GuiScraperSearch::NEVER_AUTO_ACCEPT, 1);
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mGrid.setEntry(mSearch, glm::ivec2{0, 4}, true, true, glm::ivec2{2, 1});
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mResultList = mSearch->getResultList();
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// Set up scroll indicators.
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mScrollUp = std::make_shared<ImageComponent>(mWindow);
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mScrollDown = std::make_shared<ImageComponent>(mWindow);
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mScrollIndicator =
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std::make_shared<ScrollIndicatorComponent>(mResultList, mScrollUp, mScrollDown);
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mScrollUp->setResize(0.0f, mGameName->getFont()->getLetterHeight() / 2.0f);
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mScrollUp->setOrigin(0.0f, -0.35f);
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mScrollDown->setResize(0.0f, mGameName->getFont()->getLetterHeight() / 2.0f);
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mScrollDown->setOrigin(0.0f, 0.35f);
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mGrid.setEntry(mScrollUp, glm::ivec2{1, 0}, false, false, glm::ivec2{1, 1});
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mGrid.setEntry(mScrollDown, glm::ivec2{1, 1}, false, false, glm::ivec2{1, 1});
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// Buttons
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std::vector<std::shared_ptr<ButtonComponent>> buttons;
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buttons.push_back(
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std::make_shared<ButtonComponent>(mWindow, "REFINE SEARCH", "refine search", [&] {
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// Refine the search, unless the result has already been accepted.
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if (!mSearch->getAcceptedResult()) {
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// Copy any search refine that may have been previously entered by opening
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// the input screen using the "Y" button shortcut.
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mSearchParams.nameOverride = mSearch->getNameOverride();
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mSearch->openInputScreen(mSearchParams);
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mGrid.resetCursor();
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}
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}));
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buttons.push_back(std::make_shared<ButtonComponent>(mWindow, "CANCEL", "cancel", [&] {
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if (mSearch->getSavedNewMedia()) {
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// If the user aborted the scraping but there was still some media downloaded,
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// then force an unload of the textures for the game image and marquee, and make
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// an update of the game entry. Otherwise the images would not get updated until
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// the user scrolls up and down the gamelist.
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TextureResource::manualUnload(mSearchParams.game->getImagePath(), false);
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TextureResource::manualUnload(mSearchParams.game->getMarqueePath(), false);
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ViewController::get()->onFileChanged(mSearchParams.game, true);
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}
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delete this;
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}));
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mButtonGrid = makeButtonGrid(mWindow, buttons);
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mGrid.setEntry(mButtonGrid, glm::ivec2{0, 5}, true, false, glm::ivec2{2, 1});
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mSearch->setAcceptCallback([this, doneFunc](const ScraperSearchResult& result) {
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doneFunc(result);
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close();
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});
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mSearch->setCancelCallback([&] { delete this; });
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mSearch->setRefineCallback([&] {
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mScrollUp->setOpacity(0);
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mScrollDown->setOpacity(0);
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mResultList->resetScrollIndicatorStatus();
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});
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// Limit the width of the GUI on ultrawide monitors. The 1.778 aspect ratio value is
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// the 16:9 reference.
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float aspectValue = 1.778f / Renderer::getScreenAspectRatio();
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float width = glm::clamp(0.95f * aspectValue, 0.70f, 0.95f) * Renderer::getScreenWidth();
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float height = (mGameName->getFont()->getLetterHeight() +
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static_cast<float>(Renderer::getScreenHeight()) * 0.0637f) +
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mSystemName->getFont()->getLetterHeight() +
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static_cast<float>(Renderer::getScreenHeight()) * 0.04f +
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mButtonGrid->getSize().y + Font::get(FONT_SIZE_MEDIUM)->getHeight() * 8.0f;
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// TODO: Temporary hack, see below.
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height -= 7.0f * Renderer::getScreenHeightModifier();
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setSize(width, height);
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setPosition((Renderer::getScreenWidth() - mSize.x) / 2.0f,
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(Renderer::getScreenHeight() - mSize.y) / 2.0f);
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mGrid.resetCursor();
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mSearch->search(params); // Start the search.
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}
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void GuiGameScraper::onSizeChanged()
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{
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mGrid.setRowHeightPerc(
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0, (mGameName->getFont()->getLetterHeight() + Renderer::getScreenHeight() * 0.0637f) /
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mSize.y / 2.0f);
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mGrid.setRowHeightPerc(
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1, (mGameName->getFont()->getLetterHeight() + Renderer::getScreenHeight() * 0.0637f) /
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mSize.y / 2.0f);
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mGrid.setRowHeightPerc(2, mSystemName->getFont()->getLetterHeight() / mSize.y, false);
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mGrid.setRowHeightPerc(3, 0.04f, false);
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mGrid.setRowHeightPerc(4, ((Font::get(FONT_SIZE_MEDIUM)->getHeight() * 8.0f)) / mSize.y, false);
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// TODO: Replace this temporary hack with a proper solution. There is some kind of rounding
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// issue somewhere that causes a small alignment error. This code partly compensates for this
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// at higher resolutions than 1920x1080.
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if (Renderer::getScreenHeightModifier() > 1.0f)
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mSize.y -= 3.0f * Renderer::getScreenHeightModifier();
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mGrid.setColWidthPerc(1, 0.04f);
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mGrid.setSize(mSize);
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mBox.fitTo(mSize, glm::vec3{}, glm::vec2{-32.0f, -32.0f});
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// Add some extra margins to the game name.
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const float newSizeX = mSize.x * 0.96f;
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mGameName->setSize(newSizeX, mGameName->getSize().y);
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mGameName->setPosition((mSize.x - newSizeX) / 2.0f, 0.0f);
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}
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bool GuiGameScraper::input(InputConfig* config, Input input)
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{
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if (config->isMappedTo("b", input) && input.value) {
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if (mSearch->getSavedNewMedia()) {
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// If the user aborted the scraping but there was still some media downloaded,
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// then force an unload of the textures for the game image and marquee, and make
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// an update of the game entry. Otherwise the images would not get updated until
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// the user scrolls up and down the gamelist.
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TextureResource::manualUnload(mSearchParams.game->getImagePath(), false);
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TextureResource::manualUnload(mSearchParams.game->getMarqueePath(), false);
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ViewController::get()->onFileChanged(mSearchParams.game, true);
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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 GuiComponent::input(config, input);
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}
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void GuiGameScraper::update(int deltaTime)
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{
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GuiComponent::update(deltaTime);
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if (mClose)
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delete this;
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}
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std::vector<HelpPrompt> GuiGameScraper::getHelpPrompts()
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{
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std::vector<HelpPrompt> prompts = mGrid.getHelpPrompts();
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prompts.push_back(HelpPrompt("b", "back (cancel)"));
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return prompts;
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}
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HelpStyle GuiGameScraper::getHelpStyle()
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{
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HelpStyle style = HelpStyle();
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style.applyTheme(ViewController::get()->getState().getSystem()->getTheme(), "system");
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return style;
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}
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void GuiGameScraper::close()
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{
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// This will cause update() to close the GUI.
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mClose = true;
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}
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