ppsspp/UI/TabbedDialogScreen.cpp

160 lines
5.8 KiB
C++

#include <algorithm>
#include "Common/StringUtils.h"
#include "Common/System/NativeApp.h"
#include "Common/System/Request.h"
#include "Common/System/Display.h"
#include "UI/TabbedDialogScreen.h"
UI::LinearLayout *TabbedUIDialogScreenWithGameBackground::AddTab(const char *tag, const std::string &title, bool isSearch) {
auto se = GetI18NCategory(I18NCat::SEARCH);
using namespace UI;
ViewGroup *scroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
scroll->SetTag(tag);
LinearLayout *contents = new LinearLayoutList(ORIENT_VERTICAL);
contents->SetSpacing(0);
scroll->Add(contents);
tabHolder_->AddTab(title, scroll);
if (!isSearch) {
settingTabContents_.push_back(contents);
auto notice = contents->Add(new TextView(se->T("Filtering settings by '%1'"), new LinearLayoutParams(Margins(20, 5))));
notice->SetVisibility(V_GONE);
settingTabFilterNotices_.push_back(notice);
}
return contents;
}
void TabbedUIDialogScreenWithGameBackground::CreateViews() {
PreCreateViews();
bool vertical = UseVerticalLayout();
// Information in the top left.
// Back button to the bottom left.
// Scrolling action menu to the right.
using namespace UI;
auto ms = GetI18NCategory(I18NCat::MAINSETTINGS);
auto di = GetI18NCategory(I18NCat::DIALOG);
root_ = new AnchorLayout(new LayoutParams(FILL_PARENT, FILL_PARENT));
if (vertical) {
LinearLayout *verticalLayout = new LinearLayout(ORIENT_VERTICAL, new LayoutParams(FILL_PARENT, FILL_PARENT));
tabHolder_ = new TabHolder(ORIENT_HORIZONTAL, 200, new LinearLayoutParams(1.0f));
verticalLayout->Add(tabHolder_);
verticalLayout->Add(new Choice(di->T("Back"), "", false, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT, 0.0f, Margins(0))))->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
root_->Add(verticalLayout);
} else {
tabHolder_ = new TabHolder(ORIENT_VERTICAL, 200, new AnchorLayoutParams(10, 0, 10, 0, false));
root_->Add(tabHolder_);
AddStandardBack(root_);
}
tabHolder_->SetTag(tag()); // take the tag from the screen.
root_->SetDefaultFocusView(tabHolder_);
settingTabContents_.clear();
settingTabFilterNotices_.clear();
float leftSide = 40.0f;
if (!vertical) {
leftSide += 200.0f;
}
settingInfo_ = new SettingInfoMessage(ALIGN_CENTER | FLAG_WRAP_TEXT, new AnchorLayoutParams(
g_display.dp_xres - leftSide - 40.0f, WRAP_CONTENT,
leftSide, g_display.dp_yres - 80.0f - 40.0f, NONE, NONE));
settingInfo_->SetBottomCutoff(g_display.dp_yres - 200.0f);
root_->Add(settingInfo_);
// Show it again if we recreated the view
if (!oldSettingInfo_.empty()) {
settingInfo_->Show(oldSettingInfo_, nullptr);
}
// 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()) {
auto se = GetI18NCategory(I18NCat::SEARCH);
// Search
LinearLayout *searchSettings = AddTab("GameSettingsSearch", ms->T("Search"), true);
searchSettings->Add(new ItemHeader(se->T("Find settings")));
searchSettings->Add(new PopupTextInputChoice(&searchFilter_, se->T("Filter"), "", 64, screenManager()))->OnChange.Add([=](UI::EventParams &e) {
NativeMessageReceived("gameSettings_search", StripSpaces(searchFilter_).c_str());
return UI::EVENT_DONE;
});
clearSearchChoice_ = searchSettings->Add(new Choice(se->T("Clear filter")));
clearSearchChoice_->OnClick.Add([=](UI::EventParams &e) {
NativeMessageReceived("gameSettings_search", "");
return UI::EVENT_DONE;
});
noSearchResults_ = searchSettings->Add(new TextView(se->T("No settings matched '%1'"), new LinearLayoutParams(Margins(20, 5))));
ApplySearchFilter();
}
}
}
void TabbedUIDialogScreenWithGameBackground::sendMessage(const char *message, const char *value) {
UIDialogScreenWithGameBackground::sendMessage(message, value);
if (!strcmp(message, "gameSettings_search")) {
std::string filter = value ? value : "";
searchFilter_.resize(filter.size());
std::transform(filter.begin(), filter.end(), searchFilter_.begin(), tolower);
ApplySearchFilter();
}
}
void TabbedUIDialogScreenWithGameBackground::RecreateViews() {
oldSettingInfo_ = settingInfo_ ? settingInfo_->GetText() : "N/A";
UIScreen::RecreateViews();
}
void TabbedUIDialogScreenWithGameBackground::ApplySearchFilter() {
auto se = GetI18NCategory(I18NCat::SEARCH);
bool matches = searchFilter_.empty();
for (int t = 0; t < (int)settingTabContents_.size(); ++t) {
auto tabContents = settingTabContents_[t];
bool tabMatches = searchFilter_.empty();
// Show an indicator that a filter is applied.
settingTabFilterNotices_[t]->SetVisibility(tabMatches ? UI::V_GONE : UI::V_VISIBLE);
settingTabFilterNotices_[t]->SetText(ReplaceAll(se->T("Filtering settings by '%1'"), "%1", searchFilter_));
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(ReplaceAll(se->T("No settings matched '%1'"), "%1", searchFilter_));
noSearchResults_->SetVisibility(matches ? UI::V_GONE : UI::V_VISIBLE);
clearSearchChoice_->SetVisibility(searchFilter_.empty() ? UI::V_GONE : UI::V_VISIBLE);
}