ES-DE/es-app/src/guis/GuiGamelistOptions.cpp
2020-11-17 23:06:54 +01:00

483 lines
19 KiB
C++

// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// 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 "MameNames.h"
#include "Sound.h"
#include "SystemData.h"
GuiGamelistOptions::GuiGamelistOptions(
Window* window,
SystemData* system)
: GuiComponent(window),
mSystem(system),
mMenu(window, "OPTIONS"),
fromPlaceholder(false),
mFiltersChanged(false),
mCancelled(false),
isCustomCollection(false),
isCustomCollectionGroup(false)
{
addChild(&mMenu);
// Check that it's not a placeholder folder - if it is, only show "Filter Options".
FileData* file = getGamelist()->getCursor();
FAVORITE_CHAR = file->FAVORITE_CHAR;
FOLDER_CHAR = file->FOLDER_CHAR;
fromPlaceholder = file->isPlaceHolder();
ComponentListRow row;
// There is some special logic required for custom collections.
if (file->getSystem()->isCustomCollection() &&
file->getPath() != file->getSystem()->getName())
isCustomCollection = true;
else if (file->getSystem()->isCustomCollection() &&
file->getPath() == file->getSystem()->getName())
isCustomCollectionGroup = true;
// Read the setting for whether folders are sorted on top of the gamelists.
// Also check if the gamelist only contains folders, as generated by the FileData sorting.
mFoldersOnTop = Settings::getInstance()->getBool("FoldersOnTop");
if (file->getType() != PLACEHOLDER)
mOnlyHasFolders = file->getParent()->getOnlyFoldersFlag();
// Read the applicable favorite sorting setting depending on whether the
// system is a custom collection or not.
if (isCustomCollection)
mFavoritesSorting = Settings::getInstance()->getBool("FavFirstCustom");
else
mFavoritesSorting = Settings::getInstance()->getBool("FavoritesFirst");
if (!fromPlaceholder) {
// Jump to letter quick selector.
row.elements.clear();
// The letter index is generated in FileData during gamelist sorting.
mFirstLetterIndex = getGamelist()->getFirstLetterIndex();
// Don't include the folder name starting characters if folders are sorted on top
// unless the list only contains folders.
if (!mOnlyHasFolders && mFoldersOnTop && file->getType() == FOLDER) {
mCurrentFirstCharacter = FOLDER_CHAR;
}
else {
// Check if the currently selected game is a favorite.
bool isFavorite = false;
if (mFirstLetterIndex.size() == 1 && mFirstLetterIndex.front() == FAVORITE_CHAR)
isFavorite = true;
else if (mFirstLetterIndex.size() > 1 && (mFirstLetterIndex.front() == FAVORITE_CHAR ||
mFirstLetterIndex[1] == FAVORITE_CHAR))
isFavorite = true;
if (mFavoritesSorting && file->getFavorite() && isFavorite)
mCurrentFirstCharacter = FAVORITE_CHAR;
else
mCurrentFirstCharacter = toupper(file->getSortName().front());
}
mJumpToLetterList = std::make_shared<LetterList>(mWindow, getHelpStyle(),
"JUMP TO...", false);
// Populate the quick selector.
for (unsigned int i = 0; i < mFirstLetterIndex.size(); i++) {
mJumpToLetterList->add(mFirstLetterIndex[i], mFirstLetterIndex[i], 0);
if (mFirstLetterIndex[i] == mCurrentFirstCharacter)
mJumpToLetterList->selectEntry(i);
}
if (system->getName() != "recent")
mMenu.addWithLabel("JUMP TO..", mJumpToLetterList);
// Add the sorting entry, unless this is the grouped custom collections list.
if (!isCustomCollectionGroup) {
// Sort list by selected sort type (persistent throughout the program session).
mListSort = std::make_shared<SortList>(mWindow, getHelpStyle(), "SORT GAMES BY", false);
FileData* root;
if (isCustomCollection)
root = getGamelist()->getCursor()->getSystem()->getRootFolder();
else
root = mSystem->getRootFolder();
std::string sortType = root->getSortTypeString();
for (unsigned int i = 0; i <FileSorts::SortTypes.size(); i++) {
const FileData::SortType& sort = FileSorts::SortTypes.at(i);
if (sort.description == sortType)
mListSort->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);
}
}
// Add the filters entry, unless this is the grouped custom collections list.
if (!isCustomCollectionGroup) {
if (system->getName() != "recent" && Settings::getInstance()->getBool("GamelistFilters")) {
row.elements.clear();
row.addElement(std::make_shared<TextComponent>
(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::string customSystem;
if (Settings::getInstance()->getBool("UseCustomCollectionsSystem"))
customSystem = file->getSystem()->getName();
else
customSystem = system->getName();
if (UIModeController::getInstance()->isUIModeFull() &&
(isCustomCollection || isCustomCollectionGroup)) {
if (CollectionSystemManager::get()->getEditingCollection() != customSystem) {
row.elements.clear();
row.addElement(std::make_shared<TextComponent>(
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<TextComponent>(
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 (file->getType() == FOLDER) {
if (UIModeController::getInstance()->isUIModeFull() && !fromPlaceholder &&
!(mSystem->isCollection() && file->getType() == FOLDER)) {
row.elements.clear();
row.addElement(std::make_shared<TextComponent>(mWindow,
"EDIT THIS FOLDER'S METADATA", Font::get(FONT_SIZE_MEDIUM), 0x777777FF), true);
row.addElement(makeArrow(mWindow), false);
row.makeAcceptInputHandler(std::bind(&GuiGamelistOptions::openMetaDataEd, this));
mMenu.addRow(row);
}
}
else {
if (UIModeController::getInstance()->isUIModeFull() && !fromPlaceholder &&
!(mSystem->isCollection() && file->getType() == FOLDER)) {
row.elements.clear();
row.addElement(std::make_shared<TextComponent>(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);
}
}
// Buttons. Logic to apply or cancel settings are handled by the destructor.
mMenu.addButton("APPLY", "apply", [&] { delete this; });
mMenu.addButton("CANCEL", "cancel", [&] { mCancelled = true; delete this; });
// Center the menu.
setSize(static_cast<float>(Renderer::getScreenWidth()),
static_cast<float>(Renderer::getScreenHeight()));
mMenu.setPosition((mSize.x() - mMenu.getSize().x()) / 2, (mSize.y() -
mMenu.getSize().y()) / 2);
}
GuiGamelistOptions::~GuiGamelistOptions()
{
// This is required for the situation where scrolling started just before the menu
// was openened. Without this, the scrolling would run until manually stopped after
// the menu has been closed.
ViewController::get()->stopScrolling();
if (mCancelled)
return;
if (!fromPlaceholder) {
FileData* root;
if (isCustomCollection)
root = getGamelist()->getCursor()->getSystem()->getRootFolder();
else
root = mSystem->getRootFolder();
// If a new sorting type was selected, then sort and update mSortTypeString for the system.
if (!isCustomCollectionGroup &&
(*mListSort->getSelected()).description != root->getSortTypeString()) {
// This will also recursively sort children.
root->sort(*mListSort->getSelected(), mFavoritesSorting);
root->setSortTypeString((*mListSort->getSelected()).description);
// Notify that the root folder was sorted (refresh).
getGamelist()->onFileChanged(root, false);
}
// Has the user changed the letter using the quick selector?
if (mCurrentFirstCharacter != mJumpToLetterList->getSelected()) {
if (mJumpToLetterList->getSelected() == FAVORITE_CHAR ||
mJumpToLetterList->getSelected() == FOLDER_CHAR)
jumpToFirstRow();
else
jumpToLetter();
}
}
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);
}
NavigationSounds::getInstance()->playThemeNavigationSound(SCROLLSOUND);
}
void GuiGamelistOptions::openGamelistFilter()
{
GuiGamelistFilter* ggf;
mFiltersChanged = true;
if (isCustomCollection)
ggf = new GuiGamelistFilter(mWindow, getGamelist()->getCursor()->getSystem());
else
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);
// Display the indication icons which show what games are part of the custom collection
// currently being edited. This is done cheaply using onFileChanged() which will trigger
// populateList().
for (auto it = SystemData::sSystemVector.begin();
it != SystemData::sSystemVector.end(); it++) {
ViewController::get()->getGameListView((*it))->onFileChanged(
ViewController::get()->getGameListView((*it))->getCursor(), false);
}
delete this;
}
void GuiGamelistOptions::exitEditMode()
{
CollectionSystemManager::get()->exitEditMode();
for (auto it = SystemData::sSystemVector.begin();
it != SystemData::sSystemVector.end(); it++) {
ViewController::get()->getGameListView((*it))->onFileChanged(
ViewController::get()->getGameListView((*it))->getCursor(), false);
}
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<void()> clearGameBtnFunc;
std::function<void()> deleteGameBtnFunc;
clearGameBtnFunc = [this, file] {
if (file->getType() == FOLDER) {
LOG(LogInfo) << "Deleting the media files and gamelist.xml entry for the folder \"" <<
file->getFullPath() << "\"";
}
else {
LOG(LogInfo) << "Deleting the media files and gamelist.xml entry for the file \"" <<
file->getFullPath() << "\"";
}
ViewController::get()->getGameListView(file->getSystem()).get()->removeMedia(file);
// Manually reset all the metadata values, set the name to the actual file/folder name.
const std::vector<MetaDataDecl>& mdd = file->metadata.getMDD();
for (auto it = mdd.cbegin(); it != mdd.cend(); it++) {
if (it->key == "name") {
if (file->isArcadeGame()) {
// If it's a MAME or Neo Geo game, expand the game name accordingly.
file->metadata.set(it->key, MameNames::getInstance()->
getCleanName(file->getCleanName()));
}
else {
file->metadata.set(it->key, file->getDisplayName());
}
continue;
}
file->metadata.set(it->key, it->defaultValue);
}
file->getSystem()->sortSystem();
mWindow->invalidateCachedBackground();
// Remove the folder entry from the gamelist.xml file.
file->setDeletionFlag(true);
file->getParent()->getSystem()->writeMetaData();
file->setDeletionFlag(false);
};
deleteGameBtnFunc = [this, file] {
LOG(LogInfo) << "Deleting the game file \"" << file->getFullPath() <<
"\", all its media files and its gamelist.xml entry.";
CollectionSystemManager::get()->deleteCollectionFiles(file);
ViewController::get()->getGameListView(
file->getSystem()).get()->removeMedia(file);
ViewController::get()->getGameListView(
file->getSystem()).get()->remove(file, true);
mWindow->invalidateCachedBackground();
};
if (file->getType() == FOLDER) {
mWindow->pushGui(new GuiMetaDataEd(mWindow, &file->metadata,
file->metadata.getMDD(FOLDER_METADATA), p,
Utils::FileSystem::getFileName(file->getPath()), std::bind(
&IGameListView::onFileChanged, ViewController::get()->getGameListView(
file->getSystem()).get(), file, true),
clearGameBtnFunc, deleteGameBtnFunc));
}
else {
mWindow->pushGui(new GuiMetaDataEd(mWindow, &file->metadata,
file->metadata.getMDD(GAME_METADATA), p,
Utils::FileSystem::getFileName(file->getPath()), std::bind(
&IGameListView::onFileChanged, ViewController::get()->getGameListView(
file->getSystem()).get(), file, true),
clearGameBtnFunc, deleteGameBtnFunc));
}
}
void GuiGamelistOptions::jumpToLetter()
{
char letter = mJumpToLetterList->getSelected().front();
// Get the gamelist.
const std::vector<FileData*>& files = getGamelist()->getCursor()->
getParent()->getChildrenListToDisplay();
for (unsigned int i = 0; i < files.size(); i++) {
if (mFavoritesSorting && (mFirstLetterIndex.front() == FAVORITE_CHAR ||
mFirstLetterIndex.front() == FOLDER_CHAR)) {
if (static_cast<char>(toupper(files.at(i)->getSortName().front())) ==
letter && !files.at(i)->getFavorite()) {
if (!mOnlyHasFolders && mFoldersOnTop && files.at(i)->getType() == FOLDER) {
continue;
}
else {
getGamelist()->setCursor(files.at(i));
break;
}
}
}
else {
if (static_cast<char>(toupper(files.at(i)->getSortName().front())) == letter) {
if (!mOnlyHasFolders && mFoldersOnTop && files.at(i)->getType() == FOLDER) {
continue;
}
else {
getGamelist()->setCursor(files.at(i));
break;
}
}
}
}
}
void GuiGamelistOptions::jumpToFirstRow()
{
if (mFoldersOnTop && mJumpToLetterList->getSelected() == FAVORITE_CHAR) {
// Get the gamelist.
const std::vector<FileData*>& files = getGamelist()->getCursor()->
getParent()->getChildrenListToDisplay();
// Select the first game that is not a folder, unless it's a folder-only list in
// which case the first line overall is selected.
for (auto it = files.cbegin(); it != files.cend(); it++) {
if (!mOnlyHasFolders && mFoldersOnTop && (*it)->getType() == FOLDER) {
continue;
}
else {
getGamelist()->setCursor(*it);
break;
}
}
}
else {
// Get first row of the gamelist.
getGamelist()->setCursor(getGamelist()->getFirstEntry());
}
}
bool GuiGamelistOptions::input(InputConfig* config, Input input)
{
if (input.value != 0 && config->isMappedTo("select", input))
mCancelled = true;
if (input.value != 0 && (config->isMappedTo("b", input) ||
config->isMappedTo("select", input))) {
delete this;
return true;
}
return mMenu.input(config, input);
}
HelpStyle GuiGamelistOptions::getHelpStyle()
{
HelpStyle style = HelpStyle();
style.applyTheme(mSystem->getTheme(), "system");
return style;
}
std::vector<HelpPrompt> GuiGamelistOptions::getHelpPrompts()
{
auto prompts = mMenu.getHelpPrompts();
prompts.push_back(HelpPrompt("a", "select"));
prompts.push_back(HelpPrompt("b", "close (apply)"));
prompts.push_back(HelpPrompt("select", "close (cancel)"));
return prompts;
}
IGameListView* GuiGamelistOptions::getGamelist()
{
return ViewController::get()->getGameListView(mSystem).get();
}