ppsspp/UI/SavedataScreen.cpp
2024-10-10 11:57:10 +02:00

744 lines
24 KiB
C++

// Copyright (c) 2013- 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/.
#include <algorithm>
#include <functional>
#include "Common/Data/Color/RGBAUtil.h"
#include "Common/Render/DrawBuffer.h"
#include "Common/Data/Encoding/Utf8.h"
#include "Common/Data/Text/I18n.h"
#include "Common/Math/curves.h"
#include "Common/Data/Text/Parsers.h"
#include "Common/System/NativeApp.h"
#include "Common/System/Request.h"
#include "Common/Data/Encoding/Utf8.h"
#include "Common/UI/Context.h"
#include "Common/UI/View.h"
#include "Common/UI/ViewGroup.h"
#include "Common/UI/AsyncImageFileView.h"
#include "UI/SavedataScreen.h"
#include "UI/MainScreen.h"
#include "UI/GameInfoCache.h"
#include "UI/PauseScreen.h"
#include "Common/File/FileUtil.h"
#include "Common/TimeUtil.h"
#include "Common/StringUtils.h"
#include "Core/Config.h"
#include "Core/Loaders.h"
#include "Core/SaveState.h"
#include "Core/System.h"
#include "Core/HLE/sceUtility.h"
class SavedataButton;
SavedataView::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)
: LinearLayout(UI::ORIENT_VERTICAL, layoutParams)
{
using namespace UI;
const Style &textStyle = dc.theme->popupStyle;
LinearLayout *toprow = new LinearLayout(ORIENT_HORIZONTAL, new LayoutParams(FILL_PARENT, WRAP_CONTENT));
Add(toprow);
toprow->SetSpacing(0.0);
savedataTitle_ = nullptr;
fileSize_ = nullptr;
mTime_ = nullptr;
detail_ = nullptr;
if (type == IdentifiedFileType::PSP_SAVEDATA_DIRECTORY) {
if (showIcon) {
toprow->Add(new GameIconView(savePath, 2.0f, new LinearLayoutParams(Margins(5, 5))));
}
LinearLayout *topright = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(WRAP_CONTENT, WRAP_CONTENT, 1.0f));
topright->SetSpacing(1.0f);
savedataTitle_ = topright->Add(new TextView(savedataTitle, ALIGN_LEFT | FLAG_WRAP_TEXT, false));
savedataTitle_->SetTextColor(textStyle.fgColor);
fileSize_ = topright->Add(new TextView(fileSize, 0, true));
fileSize_->SetTextColor(textStyle.fgColor);
mTime_ = topright->Add(new TextView(mtime, 0, true));
mTime_->SetTextColor(textStyle.fgColor);
toprow->Add(topright);
Add(new Spacer(3.0));
detail_ = Add(new TextView(ReplaceAll(savedataDetail, "\r", ""), ALIGN_LEFT | FLAG_WRAP_TEXT, true, new LinearLayoutParams(Margins(10, 0))));
detail_->SetTextColor(textStyle.fgColor);
Add(new Spacer(3.0));
} else {
_dbg_assert_(type == IdentifiedFileType::PPSSPP_SAVESTATE);
Path image_path = savePath.WithReplacedExtension(".ppst", ".jpg");
if (File::Exists(image_path)) {
toprow->Add(new AsyncImageFileView(image_path, IS_KEEP_ASPECT, new LinearLayoutParams(480, 272, Margins(10, 0))));
} else {
auto sa = GetI18NCategory(I18NCat::SAVEDATA);
toprow->Add(new TextView(sa->T("No screenshot"), new LinearLayoutParams(Margins(10, 5))))->SetTextColor(textStyle.fgColor);
}
mTime_ = Add(new TextView(mtime, 0, true, new LinearLayoutParams(Margins(10, 5))));
mTime_->SetTextColor(textStyle.fgColor);
}
}
void SavedataView::UpdateGame(GameInfo *ginfo) {
if (!ginfo->Ready(GameInfoFlags::PARAM_SFO | GameInfoFlags::SIZE)) {
return;
}
_dbg_assert_(savedataTitle_);
if (savedataTitle_) {
savedataTitle_->SetText(ginfo->GetParamSFO().GetValueString("SAVEDATA_TITLE"));
}
if (detail_) {
detail_->SetText(ginfo->GetParamSFO().GetValueString("SAVEDATA_DETAIL"));
}
if (fileSize_) {
fileSize_->SetText(NiceSizeFormat(ginfo->gameSizeOnDisk));
}
if (mTime_) {
mTime_->SetText(ginfo->GetMTime());
}
}
SavedataView::SavedataView(UIContext &dc, GameInfo *ginfo, IdentifiedFileType type, bool showIcon, UI::LayoutParams *layoutParams)
: SavedataView(dc,
ginfo->GetFilePath(),
type,
"",
"",
"",
"",
"",
showIcon,
layoutParams) {
if (ginfo) {
UpdateGame(ginfo);
}
}
class SavedataPopupScreen : public PopupScreen {
public:
SavedataPopupScreen(Path savePath, std::string_view title) : PopupScreen(StripSpaces(title)), savePath_(savePath) { }
const char *tag() const override { return "SavedataPopup"; }
void update() override {
PopupScreen::update();
std::shared_ptr<GameInfo> ginfo = g_gameInfoCache->GetInfo(screenManager()->getDrawContext(), savePath_, GameInfoFlags::PARAM_SFO | GameInfoFlags::ICON | GameInfoFlags::SIZE);
if (!ginfo->Ready(GameInfoFlags::PARAM_SFO)) {
// Hm, this is no good. But hopefully the previous screen loaded it.
return;
}
if (savedataView_) {
savedataView_->UpdateGame(ginfo.get());
}
}
void CreatePopupContents(UI::ViewGroup *parent) override {
using namespace UI;
UIContext &dc = *screenManager()->getUIContext();
std::shared_ptr<GameInfo> ginfo = g_gameInfoCache->GetInfo(screenManager()->getDrawContext(), savePath_, GameInfoFlags::PARAM_SFO | GameInfoFlags::ICON | GameInfoFlags::SIZE);
if (!ginfo->Ready(GameInfoFlags::PARAM_SFO)) {
// This is OK, handled in Update. Though most likely, the previous screen loaded it.
}
ScrollView *contentScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT, 1.0f, UI::Margins(0, 3)));
parent->Add(contentScroll);
// TODO: If the game info wasn't already loaded, we'll get a bogus fileType here.
savedataView_ = contentScroll->Add(new SavedataView(dc, ginfo.get(), ginfo->fileType, true));
auto di = GetI18NCategory(I18NCat::DIALOG);
LinearLayout *buttons = new LinearLayout(ORIENT_HORIZONTAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT));
buttons->SetSpacing(0);
Margins buttonMargins(5, 5);
buttons->Add(new Button(di->T("Back"), new LinearLayoutParams(1.0f, buttonMargins)))->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
buttons->Add(new Button(di->T("Delete"), new LinearLayoutParams(1.0f, buttonMargins)))->OnClick.Handle(this, &SavedataPopupScreen::OnDeleteButtonClick);
parent->Add(buttons);
}
protected:
UI::Size PopupWidth() const override { return 500; }
private:
UI::EventReturn OnDeleteButtonClick(UI::EventParams &e);
SavedataView *savedataView_ = nullptr;
Path savePath_;
};
class SortedLinearLayout : public UI::LinearLayoutList {
public:
typedef std::function<void(View *)> PrepFunc;
typedef std::function<bool(const View *, const View *)> CompareFunc;
SortedLinearLayout(UI::Orientation orientation, UI::LayoutParams *layoutParams = nullptr)
: UI::LinearLayoutList(orientation, layoutParams) {
}
void SetCompare(const PrepFunc &prepFunc, const CompareFunc &lessFunc) {
prepIndex_ = 0;
prepFunc_ = prepFunc;
lessFunc_ = lessFunc;
}
void Update() override;
private:
size_t prepIndex_ = 0;
PrepFunc prepFunc_;
CompareFunc lessFunc_;
};
void SortedLinearLayout::Update() {
if (prepFunc_) {
// Try to avoid dropping more than a frame, prefer items shift.
constexpr double ALLOWED_TIME = 0.95 / 60.0;
double start_time = time_now_d();
for (; prepIndex_ < views_.size(); ++prepIndex_) {
prepFunc_(views_[prepIndex_]);
if (time_now_d() > start_time + ALLOWED_TIME) {
break;
}
}
}
if (lessFunc_) {
// We may sort several times while calculating.
std::stable_sort(views_.begin(), views_.end(), lessFunc_);
}
// We're done if we got through all items.
if (prepIndex_ >= views_.size()) {
prepFunc_ = PrepFunc();
lessFunc_ = CompareFunc();
}
UI::LinearLayout::Update();
}
void SavedataButton::UpdateTotalSize() {
if (hasTotalSize_)
return;
File::FileInfo info;
if (File::GetFileInfo(savePath_, &info)) {
totalSize_ = info.size;
if (info.isDirectory)
totalSize_ = File::ComputeRecursiveDirectorySize(savePath_);
}
hasTotalSize_ = true;
}
void SavedataButton::UpdateDateSeconds() {
if (hasDateSeconds_)
return;
File::FileInfo info;
if (File::GetFileInfo(savePath_, &info)) {
dateSeconds_ = info.mtime;
if (info.isDirectory && File::GetFileInfo(savePath_ / "PARAM.SFO", &info)) {
dateSeconds_ = info.mtime;
}
}
hasDateSeconds_ = true;
}
UI::EventReturn SavedataPopupScreen::OnDeleteButtonClick(UI::EventParams &e) {
std::shared_ptr<GameInfo> ginfo = g_gameInfoCache->GetInfo(nullptr, savePath_, GameInfoFlags::PARAM_SFO);
ginfo->Delete();
TriggerFinish(DR_NO);
return UI::EVENT_DONE;
}
static std::string CleanSaveString(std::string_view str) {
std::string s = ReplaceAll(str, "\n", " ");
s = ReplaceAll(s, "\r", " ");
return s;
}
bool SavedataButton::UpdateText() {
std::shared_ptr<GameInfo> ginfo = g_gameInfoCache->GetInfo(nullptr, savePath_, GameInfoFlags::PARAM_SFO);
if (ginfo->Ready(GameInfoFlags::PARAM_SFO)) {
UpdateText(ginfo);
return true;
}
return false;
}
void SavedataButton::UpdateText(const std::shared_ptr<GameInfo> &ginfo) {
const std::string currentTitle = ginfo->GetTitle();
if (!currentTitle.empty()) {
title_ = CleanSaveString(currentTitle);
}
if (subtitle_.empty() && ginfo->gameSizeOnDisk > 0) {
std::string date = ginfo->GetMTime();
std::string savedata_title = ginfo->GetParamSFO().GetValueString("SAVEDATA_TITLE");
subtitle_ = CleanSaveString(savedata_title) + " (" + NiceSizeFormat(ginfo->gameSizeOnDisk) + ", " + date + ")";
}
}
void SavedataButton::Draw(UIContext &dc) {
std::shared_ptr<GameInfo> ginfo = g_gameInfoCache->GetInfo(dc.GetDrawContext(), savePath_, GameInfoFlags::ICON | GameInfoFlags::PARAM_SFO | GameInfoFlags::SIZE);
Draw::Texture *texture = 0;
u32 color = 0, shadowColor = 0;
using namespace UI;
if (ginfo->Ready(GameInfoFlags::ICON) && ginfo->icon.texture) {
texture = ginfo->icon.texture;
}
int x = bounds_.x;
int y = bounds_.y;
int w = 144;
int h = bounds_.h;
UI::Style style = dc.theme->itemStyle;
if (down_)
style = dc.theme->itemDownStyle;
h = bounds_.h;
if (HasFocus())
style = down_ ? dc.theme->itemDownStyle : dc.theme->itemFocusedStyle;
Drawable bg = style.background;
dc.Draw()->Flush();
dc.RebindTexture();
dc.FillRect(bg, bounds_);
dc.Draw()->Flush();
if (texture) {
color = whiteAlpha(ease((time_now_d() - ginfo->icon.timeLoaded) * 2));
shadowColor = blackAlpha(ease((time_now_d() - ginfo->icon.timeLoaded) * 2));
float tw = texture->Width();
float th = texture->Height();
// Adjust position so we don't stretch the image vertically or horizontally.
// TODO: Add a param to specify fit? The below assumes it's never too wide.
float nw = h * tw / th;
x += (w - nw) / 2.0f;
w = nw;
}
// int txOffset = down_ ? 4 : 0;
int txOffset = 0;
Bounds overlayBounds = bounds_;
// Render button
int dropsize = 10;
if (texture) {
if (txOffset) {
dropsize = 3;
y += txOffset * 2;
overlayBounds.y += txOffset * 2;
}
if (HasFocus()) {
dc.Draw()->Flush();
dc.RebindTexture();
float pulse = sin(time_now_d() * 7.0) * 0.25 + 0.8;
dc.Draw()->DrawImage4Grid(dc.theme->dropShadow4Grid, x - dropsize*1.5f, y - dropsize*1.5f, x + w + dropsize*1.5f, y + h + dropsize*1.5f, alphaMul(color, pulse), 1.0f);
dc.Draw()->Flush();
} else {
dc.Draw()->Flush();
dc.RebindTexture();
dc.Draw()->DrawImage4Grid(dc.theme->dropShadow4Grid, x - dropsize, y - dropsize*0.5f, x + w + dropsize, y + h + dropsize*1.5, alphaMul(shadowColor, 0.5f), 1.0f);
dc.Draw()->Flush();
}
}
if (texture) {
dc.Draw()->Flush();
dc.GetDrawContext()->BindTexture(0, texture);
dc.Draw()->DrawTexRect(x, y, x + w, y + h, 0, 0, 1, 1, color);
dc.Draw()->Flush();
}
dc.Draw()->Flush();
dc.RebindTexture();
dc.SetFontStyle(dc.theme->uiFont);
float tw, th;
dc.Draw()->Flush();
dc.PushScissor(bounds_);
UpdateText(ginfo);
dc.MeasureText(dc.GetFontStyle(), 1.0f, 1.0f, title_, &tw, &th, 0);
int availableWidth = bounds_.w - 150;
float sineWidth = std::max(0.0f, (tw - availableWidth)) / 2.0f;
float tx = 150.0f;
if (availableWidth < tw) {
float overageRatio = 1.5f * availableWidth * 1.0f / tw;
tx -= (1.0f + sin(time_now_d() * overageRatio)) * sineWidth;
Bounds tb = bounds_;
tb.x = bounds_.x + 150.0f;
tb.w = std::max(1.0f, bounds_.w - 150.0f);
dc.PushScissor(tb);
}
dc.DrawText(title_, bounds_.x + tx, bounds_.y + 4, style.fgColor, ALIGN_TOPLEFT);
dc.SetFontScale(0.6f, 0.6f);
dc.DrawText(subtitle_, bounds_.x + tx, bounds_.y2() - 7, style.fgColor, ALIGN_BOTTOM);
dc.SetFontScale(1.0f, 1.0f);
if (availableWidth < tw) {
dc.PopScissor();
}
dc.Draw()->Flush();
dc.PopScissor();
dc.RebindTexture();
}
std::string SavedataButton::DescribeText() const {
auto u = GetI18NCategory(I18NCat::UI_ELEMENTS);
return ApplySafeSubstitutions(u->T("%1 button"), title_) + "\n" + subtitle_;
}
SavedataBrowser::SavedataBrowser(const Path &path, UI::LayoutParams *layoutParams)
: LinearLayout(UI::ORIENT_VERTICAL, layoutParams), path_(path) {
Refresh();
}
void SavedataBrowser::Update() {
LinearLayout::Update();
if (searchPending_) {
searchPending_ = false;
int n = gameList_->GetNumSubviews();
bool matches = searchFilter_.empty();
for (int i = 0; i < n; ++i) {
SavedataButton *v = static_cast<SavedataButton *>(gameList_->GetViewByIndex(i));
// Note: might be resetting to empty string. Can do that right away.
if (searchFilter_.empty()) {
v->SetVisibility(UI::V_VISIBLE);
continue;
}
if (!v->UpdateText()) {
// We'll need to wait until the text is loaded.
searchPending_ = true;
v->SetVisibility(UI::V_GONE);
continue;
}
std::string label = v->DescribeText();
std::transform(label.begin(), label.end(), label.begin(), tolower);
bool match = label.find(searchFilter_) != label.npos;
matches = matches || match;
v->SetVisibility(match ? UI::V_VISIBLE : UI::V_GONE);
}
if (searchingView_) {
bool show = !searchFilter_.empty() && (matches || searchPending_);
searchingView_->SetVisibility(show ? UI::V_VISIBLE : UI::V_GONE);
}
if (noMatchView_)
noMatchView_->SetVisibility(matches || searchPending_ ? UI::V_GONE : UI::V_VISIBLE);
}
}
void SavedataBrowser::SetSearchFilter(const std::string &filter) {
auto sa = GetI18NCategory(I18NCat::SAVEDATA);
searchFilter_.resize(filter.size());
std::transform(filter.begin(), filter.end(), searchFilter_.begin(), tolower);
if (gameList_)
searchPending_ = true;
if (noMatchView_)
noMatchView_->SetText(ApplySafeSubstitutions(sa->T("Nothing matching '%1' was found."), filter));
if (searchingView_)
searchingView_->SetText(ApplySafeSubstitutions(sa->T("Showing matches for '%1'."), filter));
}
void SavedataBrowser::SetSortOption(SavedataSortOption opt) {
sortOption_ = opt;
if (gameList_) {
SortedLinearLayout *gl = static_cast<SortedLinearLayout *>(gameList_);
if (sortOption_ == SavedataSortOption::FILENAME) {
gl->SetCompare(&PrepFilename, &ByFilename);
} else if (sortOption_ == SavedataSortOption::SIZE) {
gl->SetCompare(&PrepSize, &BySize);
} else if (sortOption_ == SavedataSortOption::DATE) {
gl->SetCompare(&PrepDate, &ByDate);
}
}
}
void SavedataBrowser::PrepFilename(UI::View *v) {
// Nothing needed.
}
bool SavedataBrowser::ByFilename(const UI::View *v1, const UI::View *v2) {
const SavedataButton *b1 = static_cast<const SavedataButton *>(v1);
const SavedataButton *b2 = static_cast<const SavedataButton *>(v2);
return strcmp(b1->GamePath().c_str(), b2->GamePath().c_str()) < 0;
}
void SavedataBrowser::PrepSize(UI::View *v) {
SavedataButton *b = static_cast<SavedataButton *>(v);
b->UpdateTotalSize();
}
bool SavedataBrowser::BySize(const UI::View *v1, const UI::View *v2) {
const SavedataButton *b1 = static_cast<const SavedataButton *>(v1);
const SavedataButton *b2 = static_cast<const SavedataButton *>(v2);
const uint64_t size1 = b1->GetTotalSize();
const uint64_t size2 = b2->GetTotalSize();
if (size1 > size2)
return true;
else if (size1 < size2)
return false;
return strcmp(b1->GamePath().c_str(), b2->GamePath().c_str()) < 0;
}
void SavedataBrowser::PrepDate(UI::View *v) {
SavedataButton *b = static_cast<SavedataButton *>(v);
b->UpdateDateSeconds();
}
bool SavedataBrowser::ByDate(const UI::View *v1, const UI::View *v2) {
const SavedataButton *b1 = static_cast<const SavedataButton *>(v1);
const SavedataButton *b2 = static_cast<const SavedataButton *>(v2);
const int64_t time1 = b1->GetDateSeconds();
const int64_t time2 = b2->GetDateSeconds();
if (time1 > time2)
return true;
if (time1 < time2)
return false;
return strcmp(b1->GamePath().c_str(), b2->GamePath().c_str()) < 0;
}
void SavedataBrowser::Refresh() {
using namespace UI;
// Kill all the contents
Clear();
Add(new Spacer(1.0f));
auto mm = GetI18NCategory(I18NCat::MAINMENU);
auto sa = GetI18NCategory(I18NCat::SAVEDATA);
// Find games in the current directory and create new ones.
std::vector<SavedataButton *> savedataButtons;
std::vector<File::FileInfo> fileInfo;
GetFilesInDir(path_, &fileInfo, "ppst:");
for (size_t i = 0; i < fileInfo.size(); i++) {
bool isState = !fileInfo[i].isDirectory;
bool isSaveData = false;
if (!isState && File::Exists(path_ / fileInfo[i].name / "PARAM.SFO"))
isSaveData = true;
if (isSaveData || isState) {
savedataButtons.push_back(new SavedataButton(fileInfo[i].fullName, new UI::LinearLayoutParams(UI::FILL_PARENT, UI::WRAP_CONTENT)));
}
}
ViewGroup *group = new LinearLayout(ORIENT_VERTICAL, new UI::LinearLayoutParams(UI::Margins(12, 0)));
Add(group);
if (savedataButtons.empty()) {
group->Add(new TextView(sa->T("None yet. Things will appear here after you save.")));
gameList_ = nullptr;
noMatchView_ = nullptr;
searchingView_ = nullptr;
} else {
noMatchView_ = group->Add(new TextView(sa->T("Nothing matching '%1' was found")));
noMatchView_->SetVisibility(UI::V_GONE);
searchingView_ = group->Add(new TextView(sa->T("Showing matches for '%1'")));
searchingView_->SetVisibility(UI::V_GONE);
SortedLinearLayout *gl = new SortedLinearLayout(UI::ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT));
gl->SetSpacing(4.0f);
gameList_ = gl;
Add(gameList_);
for (size_t i = 0; i < savedataButtons.size(); i++) {
SavedataButton *b = gameList_->Add(savedataButtons[i]);
b->OnClick.Handle(this, &SavedataBrowser::SavedataButtonClick);
}
}
// Reapply.
SetSortOption(sortOption_);
if (!searchFilter_.empty())
SetSearchFilter(searchFilter_);
}
UI::EventReturn SavedataBrowser::SavedataButtonClick(UI::EventParams &e) {
SavedataButton *button = static_cast<SavedataButton *>(e.v);
UI::EventParams e2{};
e2.v = e.v;
e2.s = button->GamePath().ToString();
// Insta-update - here we know we are already on the right thread.
OnChoice.Trigger(e2);
return UI::EVENT_DONE;
}
SavedataScreen::SavedataScreen(const Path &gamePath) : UIDialogScreenWithGameBackground(gamePath) {
}
SavedataScreen::~SavedataScreen() {
if (g_gameInfoCache) {
g_gameInfoCache->PurgeType(IdentifiedFileType::PPSSPP_SAVESTATE);
g_gameInfoCache->PurgeType(IdentifiedFileType::PSP_SAVEDATA_DIRECTORY);
}
}
void SavedataScreen::CreateViews() {
using namespace UI;
auto sa = GetI18NCategory(I18NCat::SAVEDATA);
Path savedata_dir = GetSysDirectory(DIRECTORY_SAVEDATA);
Path savestate_dir = GetSysDirectory(DIRECTORY_SAVESTATE);
gridStyle_ = false;
root_ = new AnchorLayout();
// Make space for buttons.
LinearLayout *main = new LinearLayout(ORIENT_VERTICAL, new AnchorLayoutParams(FILL_PARENT, FILL_PARENT, 0, 0, 0, 84.0f));
TabHolder *tabs = new TabHolder(ORIENT_HORIZONTAL, 64, new LinearLayoutParams(FILL_PARENT, FILL_PARENT, 1.0f));
tabs->SetTag("Savedata");
ScrollView *scroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT));
scroll->SetTag("SavedataBrowser");
dataBrowser_ = scroll->Add(new SavedataBrowser(savedata_dir, new LayoutParams(FILL_PARENT, FILL_PARENT)));
dataBrowser_->SetSortOption(sortOption_);
if (!searchFilter_.empty())
dataBrowser_->SetSearchFilter(searchFilter_);
dataBrowser_->OnChoice.Handle(this, &SavedataScreen::OnSavedataButtonClick);
tabs->AddTab(sa->T("Save Data"), scroll);
ScrollView *scroll2 = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT));
scroll2->SetTag("SavedataStatesBrowser");
stateBrowser_ = scroll2->Add(new SavedataBrowser(savestate_dir));
stateBrowser_->SetSortOption(sortOption_);
if (!searchFilter_.empty())
stateBrowser_->SetSearchFilter(searchFilter_);
stateBrowser_->OnChoice.Handle(this, &SavedataScreen::OnSavedataButtonClick);
tabs->AddTab(sa->T("Save States"), scroll2);
main->Add(tabs);
ChoiceStrip *sortStrip = new ChoiceStrip(ORIENT_HORIZONTAL, new AnchorLayoutParams(NONE, 0, 0, NONE));
sortStrip->AddChoice(sa->T("Filename"));
sortStrip->AddChoice(sa->T("Size"));
sortStrip->AddChoice(sa->T("Date"));
sortStrip->SetSelection((int)sortOption_, false);
sortStrip->OnChoice.Handle<SavedataScreen>(this, &SavedataScreen::OnSortClick);
AddStandardBack(root_);
if (System_GetPropertyBool(SYSPROP_HAS_TEXT_INPUT_DIALOG)) {
auto di = GetI18NCategory(I18NCat::DIALOG);
root_->Add(new Choice(di->T("Search"), "", false, new AnchorLayoutParams(WRAP_CONTENT, 64, NONE, NONE, 10, 10)))->OnClick.Handle<SavedataScreen>(this, &SavedataScreen::OnSearch);
}
root_->Add(main);
root_->Add(sortStrip);
}
UI::EventReturn SavedataScreen::OnSortClick(UI::EventParams &e) {
sortOption_ = SavedataSortOption(e.a);
dataBrowser_->SetSortOption(sortOption_);
stateBrowser_->SetSortOption(sortOption_);
return UI::EVENT_DONE;
}
UI::EventReturn SavedataScreen::OnSearch(UI::EventParams &e) {
if (System_GetPropertyBool(SYSPROP_HAS_TEXT_INPUT_DIALOG)) {
auto di = GetI18NCategory(I18NCat::DIALOG);
System_InputBoxGetString(GetRequesterToken(), di->T("Filter"), searchFilter_, false, [](const std::string &value, int ivalue) {
System_PostUIMessage(UIMessage::SAVEDATA_SEARCH, value);
});
}
return UI::EVENT_DONE;
}
UI::EventReturn SavedataScreen::OnSavedataButtonClick(UI::EventParams &e) {
std::shared_ptr<GameInfo> ginfo = g_gameInfoCache->GetInfo(screenManager()->getDrawContext(), Path(e.s), GameInfoFlags::PARAM_SFO);
if (!ginfo->Ready(GameInfoFlags::PARAM_SFO)) {
return UI::EVENT_DONE;
}
SavedataPopupScreen *popupScreen = new SavedataPopupScreen(Path(e.s), ginfo->GetTitle());
if (e.v) {
popupScreen->SetPopupOrigin(e.v);
}
screenManager()->push(popupScreen);
// the game path: e.s;
return UI::EVENT_DONE;
}
void SavedataScreen::dialogFinished(const Screen *dialog, DialogResult result) {
if (result == DR_NO) {
RecreateViews();
}
}
void SavedataScreen::sendMessage(UIMessage message, const char *value) {
UIDialogScreenWithGameBackground::sendMessage(message, value);
if (message == UIMessage::SAVEDATA_SEARCH) {
searchFilter_ = value;
dataBrowser_->SetSearchFilter(searchFilter_);
stateBrowser_->SetSearchFilter(searchFilter_);
}
}
void GameIconView::GetContentDimensions(const UIContext &dc, float &w, float &h) const {
w = textureWidth_;
h = textureHeight_;
}
void GameIconView::Draw(UIContext &dc) {
using namespace UI;
std::shared_ptr<GameInfo> info = g_gameInfoCache->GetInfo(dc.GetDrawContext(), gamePath_, GameInfoFlags::ICON);
if (!info->Ready(GameInfoFlags::ICON) || !info->icon.texture) {
return;
}
Draw::Texture *texture = info->icon.texture;
textureWidth_ = texture->Width() * scale_;
textureHeight_ = texture->Height() * scale_;
// Fade icon with the backgrounds.
double loadTime = info->icon.timeLoaded;
auto pic = info->GetBGPic();
if (pic) {
loadTime = std::max(loadTime, pic->timeLoaded);
}
uint32_t color = whiteAlpha(ease((time_now_d() - loadTime) * 3));
// Adjust size so we don't stretch the image vertically or horizontally.
// Make sure it's not wider than 144 (like Doom Legacy homebrew), ugly in the grid mode.
float nw = std::min(bounds_.h * textureWidth_ / textureHeight_, (float)bounds_.w);
dc.Flush();
dc.GetDrawContext()->BindTexture(0, texture);
dc.Draw()->Rect(bounds_.x, bounds_.y, nw, bounds_.h, color);
dc.Flush();
dc.RebindTexture();
}