ppsspp/UI/SavedataScreen.h

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// Copyright (c) 2015- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include <functional>
#include <string>
#include "Common/File/Path.h"
#include "Common/UI/UIScreen.h"
#include "Common/UI/View.h"
#include "Common/UI/ViewGroup.h"
#include "UI/MiscScreens.h"
#include "UI/GameInfoCache.h"
enum class SavedataSortOption {
FILENAME,
SIZE,
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DATE,
};
class SavedataBrowser : public UI::LinearLayout {
public:
SavedataBrowser(const Path &path, UI::LayoutParams *layoutParams = 0);
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void Update() override;
void SetSortOption(SavedataSortOption opt);
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void SetSearchFilter(const std::string &filter);
UI::Event OnChoice;
private:
static void PrepFilename(UI::View *);
static void PrepSize(UI::View *);
static void PrepDate(UI::View *);
static bool ByFilename(const UI::View *, const UI::View *);
static bool BySize(const UI::View *, const UI::View *);
static bool ByDate(const UI::View *, const UI::View *);
void Refresh();
UI::EventReturn SavedataButtonClick(UI::EventParams &e);
SavedataSortOption sortOption_ = SavedataSortOption::FILENAME;
UI::ViewGroup *gameList_ = nullptr;
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UI::TextView *noMatchView_ = nullptr;
UI::TextView *searchingView_ = nullptr;
Path path_;
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std::string searchFilter_;
bool searchPending_ = false;
};
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class SavedataScreen : public UIDialogScreenWithGameBackground {
public:
// gamePath can be empty, in that case this screen will show all savedata in the save directory.
SavedataScreen(const Path &gamePath);
~SavedataScreen();
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void dialogFinished(const Screen *dialog, DialogResult result) override;
void sendMessage(UIMessage message, const char *value) override;
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const char *tag() const override { return "Savedata"; }
protected:
UI::EventReturn OnSavedataButtonClick(UI::EventParams &e);
UI::EventReturn OnSortClick(UI::EventParams &e);
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UI::EventReturn OnSearch(UI::EventParams &e);
void CreateViews() override;
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bool gridStyle_;
SavedataSortOption sortOption_ = SavedataSortOption::FILENAME;
SavedataBrowser *dataBrowser_;
SavedataBrowser *stateBrowser_;
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std::string searchFilter_;
};
class GameIconView : public UI::InertView {
public:
GameIconView(const Path &gamePath, float scale, UI::LayoutParams *layoutParams = 0)
: InertView(layoutParams), gamePath_(gamePath), scale_(scale) {}
void GetContentDimensions(const UIContext &dc, float &w, float &h) const override;
void Draw(UIContext &dc) override;
std::string DescribeText() const override { return ""; }
private:
Path gamePath_;
float scale_ = 1.0f;
int textureWidth_ = 0;
int textureHeight_ = 0;
};
class SavedataButton : public UI::Clickable {
public:
SavedataButton(const Path &gamePath, UI::LayoutParams *layoutParams = 0)
: UI::Clickable(layoutParams), savePath_(gamePath) {
SetTag(gamePath.ToString());
}
void Draw(UIContext &dc) override;
bool UpdateText();
std::string DescribeText() const override;
void GetContentDimensions(const UIContext &dc, float &w, float &h) const override {
w = 500;
h = 74;
}
const Path &GamePath() const { return savePath_; }
uint64_t GetTotalSize() const {
return totalSize_;
}
int64_t GetDateSeconds() const {
return dateSeconds_;
}
void UpdateTotalSize();
void UpdateDateSeconds();
private:
void UpdateText(const std::shared_ptr<GameInfo> &ginfo);
Path savePath_;
std::string title_;
std::string subtitle_;
uint64_t totalSize_ = 0;
int64_t dateSeconds_ = 0;
bool hasTotalSize_ = false;
bool hasDateSeconds_ = false;
};
// View used for the detailed popup, and also in the import savedata comparison.
// It doesn't do its own data loading for that reason.
class SavedataView : public UI::LinearLayout {
public:
SavedataView(UIContext &dc, GameInfo *ginfo, IdentifiedFileType type, bool showIcon, UI::LayoutParams *layoutParams = nullptr);
SavedataView(UIContext &dc, const Path &savePath, IdentifiedFileType type, std::string_view title, std::string_view savedataTitle, std::string_view savedataDetail, std::string_view fileSize, std::string_view mtime, bool showIcon, UI::LayoutParams *layoutParams = nullptr);
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void UpdateGame(GameInfo *ginfo);
private:
UI::TextView *savedataTitle_ = nullptr;
UI::TextView *detail_ = nullptr;
UI::TextView *mTime_ = nullptr;
UI::TextView *fileSize_ = nullptr;
};