Files
ppsspp/UI/TabbedDialogScreen.cpp
Henrik Rydgård 481d0fd18c Switch TouchInputFlags to enum class, fix some minor UI issues
Scroll views now only wheel-scroll if the mouse is hovering over them.
2025-12-19 11:38:56 +01:00

218 lines
7.5 KiB
C++

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