TabbedDialog: Remove the old search filter

Every screen with a search tab now uses settings pages, so the filter that
hid non-matching views and disabled tabs, the filter notice above the tabs,
and the GAMESETTINGS_SEARCH message are gone.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
This commit is contained in:
Henrik RydgårdandClaude Opus 5.5 committed 2026-10-22 14:59:05 +02:00
1 parent ccf2ba49b2
commit 52042f0e78
3 files changed
+2 -124

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+2 -113
View File
@@ -83,14 +83,6 @@ void UITabbedBaseDialogScreen::CreateViews() {
// Scrolling action menu to the right.
using namespace UI;
// Only created with the search tab, which depends on the orientation, so may not be there this time.
clearSearchChoice_ = nullptr;
noSearchResults_ = nullptr;
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));
@@ -107,7 +99,7 @@ void UITabbedBaseDialogScreen::CreateViews() {
}, nullptr));
};
}
tabHolder_ = new TabHolder(ORIENT_HORIZONTAL, 200, tabHolderFlags, filterNotice_, contextMenu, new LinearLayoutParams(1.0f));
tabHolder_ = new TabHolder(ORIENT_HORIZONTAL, 200, tabHolderFlags, nullptr, contextMenu, new LinearLayoutParams(1.0f));
verticalLayout->Add(tabHolder_);
if (!(flags_ & TabDialogFlags::ContextMenuInPortrait)) {
CreateExtraButtons(verticalLayout, 0);
@@ -118,7 +110,7 @@ void UITabbedBaseDialogScreen::CreateViews() {
if (flags_ & TabDialogFlags::VerticalShowIcons) {
tabHolderFlags |= TabHolderFlags::VerticalShowIcons;
}
tabHolder_ = new TabHolder(ORIENT_VERTICAL, 300, tabHolderFlags, filterNotice_, nullptr, new AnchorLayoutParams(10, 0, 0, 0));
tabHolder_ = new TabHolder(ORIENT_VERTICAL, 300, tabHolderFlags, nullptr, nullptr, new AnchorLayoutParams(10, 0, 0, 0));
CreateExtraButtons(tabHolder_->Container(), 10);
tabHolder_->AddBack(this);
root_ = tabHolder_;
@@ -146,24 +138,6 @@ void UITabbedBaseDialogScreen::CreateViews() {
AddTab("GameSettingsSearch", ms->T("Search"), ImageID("I_SEARCH"), [this](UI::LinearLayout *parent) {
CreateSearchTab(parent);
});
} else if (ShowSearchControls() && CanShowSearch()) {
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([this](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))));
});
}
// After the search tab, which the saved tab can be.
@@ -172,22 +146,6 @@ void UITabbedBaseDialogScreen::CreateViews() {
} else {
tabHolder_->EnsureTab(tabHolder_->GetCurrentTab());
}
// Need to handle recreates, both important and accidental ones.
if (!searchFilter_.empty()) {
ApplySearchFilter();
}
}
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() {
@@ -214,75 +172,6 @@ bool UITabbedBaseDialogScreen::CanShowSearch() {
return (g_display.dp_xres < g_display.dp_yres || g_display.dp_yres >= 500) && deviceType != DEVICE_TYPE_VR;
}
void UITabbedBaseDialogScreen::ApplySearchFilter() {
using namespace UI;
// GAMESETTINGS_SEARCH is broadcast to every screen, including ones whose views don't exist yet,
// and ones that search some other way.
if (!tabHolder_ || !ShowSearchControls()) {
return;
}
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;
}
if (noSearchResults_) {
noSearchResults_->SetText(ApplySafeSubstitutions(se->T("No settings matched '%1'"), searchFilter_));
noSearchResults_->SetVisibility(matches ? UI::V_GONE : UI::V_VISIBLE);
}
if (clearSearchChoice_) {
clearSearchChoice_->SetVisibility(searchFilter_.empty() ? UI::V_GONE : UI::V_VISIBLE);
}
}
static bool SettingTextMatches(const SettingText &text, I18NCat pageCat, std::string_view query) {
if (text.empty()) {
return false;