mirror of
https://github.com/hrydgard/ppsspp.git
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231 lines
7.8 KiB
C++
231 lines
7.8 KiB
C++
#include <algorithm>
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#include "Common/Data/Text/I18n.h"
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#include "Common/StringUtils.h"
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#include "Common/System/NativeApp.h"
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#include "Common/System/Request.h"
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#include "Common/System/Display.h"
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#include "Common/UI/TabHolder.h"
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#include "Common/UI/ViewGroup.h"
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#include "Common/UI/ScrollView.h"
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#include "Common/UI/PopupScreens.h"
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#include "UI/MiscViews.h"
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#include "Common/UI/Context.h"
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#include "UI/TabbedDialogScreen.h"
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void UITabbedBaseDialogScreen::AddTab(const char *tag, std::string_view title, ImageID imageId, std::function<void(UI::LinearLayout *)> createCallback, TabFlags flags) {
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using namespace UI;
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TabDialogFlags dialogFlags = flags_;
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Path gamePath = gamePath_;
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std::string cachedTitle(title);
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tabHolder_->AddTabDeferred(title, imageId, [createCallback = std::move(createCallback), tag, flags, dialogFlags, gamePath, cachedTitle]() -> UI::ViewGroup * {
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using namespace UI;
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ViewGroup *scroll = nullptr;
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if (!(flags & TabFlags::NonScrollable)) {
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scroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
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scroll->SetTag(tag);
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}
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LinearLayout *contents = new LinearLayoutList(ORIENT_VERTICAL, new LinearLayoutParams(Margins(0, 0, 8, 0)));
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contents->SetSpacing(0);
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if (dialogFlags & TabDialogFlags::AddAutoTitles) {
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auto di = GetI18NCategory(I18NCat::DIALOG);
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contents->Add(new PaneTitleBar(gamePath, cachedTitle, ""));
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}
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createCallback(contents);
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if (scroll) {
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scroll->Add(contents);
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return scroll;
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} else {
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return contents;
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}
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});
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}
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void UITabbedBaseDialogScreen::CreateViews() {
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PreCreateViews();
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bool portrait = GetDeviceOrientation() == DeviceOrientation::Portrait || ForceHorizontalTabs();
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// Information in the top left.
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// Back button to the bottom left.
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// Scrolling action menu to the right.
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using namespace UI;
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auto se = GetI18NCategory(I18NCat::SEARCH);
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filterNotice_ = new TextView("(filter notice, you shouldn't see this text", new LinearLayoutParams(Margins(20, 5)));
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filterNotice_->SetVisibility(V_GONE);
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if (portrait) {
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auto di = GetI18NCategory(I18NCat::DIALOG);
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LinearLayout *verticalLayout = new LinearLayout(ORIENT_VERTICAL, new LayoutParams(FILL_PARENT, FILL_PARENT));
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TabHolderFlags tabHolderFlags = TabHolderFlags::BackButton;
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if (flags_ & TabDialogFlags::HorizontalOnlyIcons) {
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tabHolderFlags |= TabHolderFlags::HorizontalOnlyIcons;
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}
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std::function<void()> contextMenu;
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if (flags_ & TabDialogFlags::ContextMenuInPortrait) {
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contextMenu = [this]() {
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this->screenManager()->push(new PopupCallbackScreen([this](UI::ViewGroup *parent) {
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CreateExtraButtons(parent, 0);
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}, nullptr));
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};
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}
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tabHolder_ = new TabHolder(ORIENT_HORIZONTAL, 200, tabHolderFlags, filterNotice_, contextMenu, new LinearLayoutParams(1.0f));
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verticalLayout->Add(tabHolder_);
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if (!(flags_ & TabDialogFlags::ContextMenuInPortrait)) {
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CreateExtraButtons(verticalLayout, 0);
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}
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root_ = verticalLayout;
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} else {
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TabHolderFlags tabHolderFlags = TabHolderFlags::Default;
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if (flags_ & TabDialogFlags::VerticalShowIcons) {
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tabHolderFlags |= TabHolderFlags::VerticalShowIcons;
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}
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tabHolder_ = new TabHolder(ORIENT_VERTICAL, 300, tabHolderFlags, filterNotice_, nullptr, new AnchorLayoutParams(10, 0, 0, 0));
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CreateExtraButtons(tabHolder_->Container(), 10);
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tabHolder_->AddBack(this);
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root_ = tabHolder_;
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}
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tabHolder_->SetTag(tag()); // take the tag from the screen.
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root_->SetDefaultFocusView(tabHolder_);
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float leftSide = 40.0f;
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if (!portrait) {
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leftSide += 200.0f;
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}
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// Let the subclass create its tabs.
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CreateTabs();
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if (currentTabSetting_) {
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tabHolder_->SetInitialTab(*currentTabSetting_);
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}
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tabHolder_->EnsureTab(tabHolder_->GetCurrentTab());
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if (System_GetPropertyBool(SYSPROP_HAS_KEYBOARD) || System_GetPropertyBool(SYSPROP_HAS_TEXT_INPUT_DIALOG)) {
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// Hide search if screen is too small.
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int deviceType = System_GetPropertyInt(SYSPROP_DEVICE_TYPE);
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if ((g_display.dp_xres < g_display.dp_yres || g_display.dp_yres >= 500) && (deviceType != DEVICE_TYPE_VR) && ShowSearchControls()) {
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// Search
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auto ms = GetI18NCategory(I18NCat::MAINSETTINGS);
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AddTab("GameSettingsSearch", ms->T("Search"), ImageID("I_SEARCH"), [this](UI::LinearLayout *searchSettings) {
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auto se = GetI18NCategory(I18NCat::SEARCH);
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searchSettings->Add(new ItemHeader(se->T("Find settings")));
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searchSettings->Add(new PopupTextInputChoice(GetRequesterToken(), &searchFilter_, se->T("Filter"), "", 64, screenManager()))->OnChange.Add([this](UI::EventParams &e) {
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System_PostUIMessage(UIMessage::GAMESETTINGS_SEARCH, StripSpaces(searchFilter_));
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});
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clearSearchChoice_ = searchSettings->Add(new Choice(se->T("Clear filter")));
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clearSearchChoice_->OnClick.Add([](UI::EventParams &e) {
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System_PostUIMessage(UIMessage::GAMESETTINGS_SEARCH, "");
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});
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clearSearchChoice_->SetVisibility(searchFilter_.empty() ? UI::V_GONE : UI::V_VISIBLE);
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noSearchResults_ = searchSettings->Add(new TextView("", new LinearLayoutParams(Margins(20, 5))));
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});
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}
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}
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// Need to handle recreates, both important and accidental ones.
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if (!searchFilter_.empty()) {
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ApplySearchFilter();
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}
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}
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UITabbedBaseDialogScreen::~UITabbedBaseDialogScreen() {
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if (currentTabSetting_) {
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*currentTabSetting_ = GetCurrentTab();
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}
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}
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void UITabbedBaseDialogScreen::sendMessage(UIMessage message, const char *value) {
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UIBaseDialogScreen::sendMessage(message, value);
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if (message == UIMessage::GAMESETTINGS_SEARCH) {
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std::string filter = value ? value : "";
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searchFilter_.resize(filter.size());
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std::transform(filter.begin(), filter.end(), searchFilter_.begin(), tolower);
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ApplySearchFilter();
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}
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}
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void UITabbedBaseDialogScreen::EnsureTabs() {
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_dbg_assert_(tabHolder_);
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if (tabHolder_) {
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tabHolder_->EnsureAllCreated();
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}
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}
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int UITabbedBaseDialogScreen::GetCurrentTab() const {
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return tabHolder_->GetCurrentTab();
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}
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void UITabbedBaseDialogScreen::SetCurrentTab(int tab) {
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tabHolder_->SetCurrentTab(tab);
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}
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void UITabbedBaseDialogScreen::ApplySearchFilter() {
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using namespace UI;
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auto se = GetI18NCategory(I18NCat::SEARCH);
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EnsureTabs();
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// Show an indicator that a filter is applied.
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filterNotice_->SetVisibility(searchFilter_.empty() ? UI::V_GONE : UI::V_VISIBLE);
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filterNotice_->SetText(ApplySafeSubstitutions(se->T("Filtering settings by '%1'"), searchFilter_));
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bool matches = searchFilter_.empty();
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const std::vector<ViewGroup *> settingTabs = tabHolder_->GetTabContentViews();
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for (int t = 0; t < (int)settingTabs.size(); ++t) {
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const ViewGroup *tabContents = settingTabs[t];
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std::string_view tag = tabContents->Tag();
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// Dive down to the actual list of settings.
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// TODO: Do this recursively instead.
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while (tabContents->GetNumSubviews() == 1) {
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View *v = tabContents->GetViewByIndex(0);
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if (v->IsViewGroup()) {
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tabContents = (ViewGroup *)v;
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} else {
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break;
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}
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}
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if (tag == "GameSettingsSearch") {
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continue;
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}
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bool tabMatches = searchFilter_.empty();
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UI::View *lastHeading = nullptr;
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for (int i = 1; i < tabContents->GetNumSubviews(); ++i) {
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UI::View *v = tabContents->GetViewByIndex(i);
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if (!v->CanBeFocused()) {
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lastHeading = v;
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}
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std::string label = v->DescribeText();
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std::transform(label.begin(), label.end(), label.begin(), tolower);
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bool match = v->CanBeFocused() && label.find(searchFilter_) != label.npos;
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tabMatches = tabMatches || match;
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if (match && lastHeading)
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lastHeading->SetVisibility(UI::V_VISIBLE);
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v->SetVisibility((searchFilter_.empty() || match) ? UI::V_VISIBLE : UI::V_GONE);
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}
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tabHolder_->EnableTab(t, tabMatches);
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matches = matches || tabMatches;
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}
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noSearchResults_->SetText(ApplySafeSubstitutions(se->T("No settings matched '%1'"), searchFilter_));
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noSearchResults_->SetVisibility(matches ? UI::V_GONE : UI::V_VISIBLE);
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clearSearchChoice_->SetVisibility(searchFilter_.empty() ? UI::V_GONE : UI::V_VISIBLE);
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}
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