mirror of
https://github.com/hrydgard/ppsspp.git
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157 lines
5.9 KiB
C++
157 lines
5.9 KiB
C++
#include <algorithm>
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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 "UI/TabbedDialogScreen.h"
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UI::LinearLayout *TabbedUIDialogScreenWithGameBackground::AddTab(const char *tag, const std::string &title, bool isSearch) {
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using namespace UI;
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ViewGroup *scroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
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scroll->SetTag(tag);
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LinearLayout *contents = new LinearLayoutList(ORIENT_VERTICAL);
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contents->SetSpacing(0);
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scroll->Add(contents);
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tabHolder_->AddTab(title, scroll);
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if (!isSearch) {
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settingTabContents_.push_back(contents);
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auto se = GetI18NCategory(I18NCat::SEARCH);
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auto notice = contents->Add(new TextView(se->T("Filtering settings by '%1'"), new LinearLayoutParams(Margins(20, 5))));
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notice->SetVisibility(V_GONE);
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settingTabFilterNotices_.push_back(notice);
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}
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return contents;
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}
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void TabbedUIDialogScreenWithGameBackground::CreateViews() {
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PreCreateViews();
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bool vertical = UseVerticalLayout();
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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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root_ = new AnchorLayout(new LayoutParams(FILL_PARENT, FILL_PARENT));
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if (vertical) {
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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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tabHolder_ = new TabHolder(ORIENT_HORIZONTAL, 200, new LinearLayoutParams(1.0f));
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verticalLayout->Add(tabHolder_);
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verticalLayout->Add(new Choice(di->T("Back"), "", false, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT, 0.0f, Margins(0))))->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
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root_->Add(verticalLayout);
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} else {
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tabHolder_ = new TabHolder(ORIENT_VERTICAL, 200, new AnchorLayoutParams(10, 0, 10, 0, false));
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tabHolder_->AddBack(this);
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root_->Add(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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settingTabContents_.clear();
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settingTabFilterNotices_.clear();
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float leftSide = 40.0f;
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if (!vertical) {
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leftSide += 200.0f;
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}
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settingInfo_ = new SettingInfoMessage(ALIGN_CENTER | FLAG_WRAP_TEXT, g_display.dp_yres - 200.0f, new AnchorLayoutParams(
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g_display.dp_xres - leftSide - 40.0f, WRAP_CONTENT,
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leftSide, g_display.dp_yres - 80.0f - 40.0f, NONE, NONE));
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root_->Add(settingInfo_);
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// Show it again if we recreated the view
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if (!oldSettingInfo_.empty()) {
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settingInfo_->Show(oldSettingInfo_, nullptr);
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}
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// Let the subclass create its tabs.
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CreateTabs();
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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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auto se = GetI18NCategory(I18NCat::SEARCH);
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auto ms = GetI18NCategory(I18NCat::MAINSETTINGS);
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// Search
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LinearLayout *searchSettings = AddTab("GameSettingsSearch", ms->T("Search"), true);
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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([=](UI::EventParams &e) {
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System_PostUIMessage(UIMessage::GAMESETTINGS_SEARCH, StripSpaces(searchFilter_));
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return UI::EVENT_DONE;
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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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return UI::EVENT_DONE;
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});
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noSearchResults_ = searchSettings->Add(new TextView(se->T("No settings matched '%1'"), new LinearLayoutParams(Margins(20, 5))));
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ApplySearchFilter();
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}
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}
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}
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void TabbedUIDialogScreenWithGameBackground::sendMessage(UIMessage message, const char *value) {
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UIDialogScreenWithGameBackground::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 TabbedUIDialogScreenWithGameBackground::RecreateViews() {
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oldSettingInfo_ = settingInfo_ ? settingInfo_->GetText() : "N/A";
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UIScreen::RecreateViews();
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}
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void TabbedUIDialogScreenWithGameBackground::ApplySearchFilter() {
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auto se = GetI18NCategory(I18NCat::SEARCH);
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bool matches = searchFilter_.empty();
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for (int t = 0; t < (int)settingTabContents_.size(); ++t) {
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auto tabContents = settingTabContents_[t];
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bool tabMatches = searchFilter_.empty();
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// Show an indicator that a filter is applied.
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settingTabFilterNotices_[t]->SetVisibility(tabMatches ? UI::V_GONE : UI::V_VISIBLE);
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settingTabFilterNotices_[t]->SetText(ApplySafeSubstitutions(se->T("Filtering settings by '%1'"), searchFilter_));
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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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