#pragma once #include "Common/Common.h" #include "Common/UI/View.h" #include "UI/ViewGroup.h" #include "UI/GameInfoCache.h" // Compound view, showing a text with an icon. class TextWithImage : public UI::LinearLayout { public: TextWithImage(ImageID imageID, std::string_view text, UI::LinearLayoutParams *layoutParams = nullptr); }; // Compound view, showing a copyable string. class CopyableText : public UI::LinearLayout { public: CopyableText(ImageID imageID, std::string_view text, UI::LinearLayoutParams *layoutParams = nullptr); }; enum class TopBarFlags { Default = 0, Portrait = 1, ContextMenuButton = 2, }; ENUM_CLASS_BITOPS(TopBarFlags); class TopBar : public UI::LinearLayout { public: // The context is needed to get the theme for the background. TopBar(const UIContext &ctx, TopBarFlags flags, std::string_view title, UI::LayoutParams *layoutParams = nullptr); UI::View *GetBackButton() const { return backButton_; } UI::View *GetContextMenuButton() const { return contextMenuButton_; } UI::Event OnContextMenuClick; private: UI::Choice *backButton_ = nullptr; UI::Choice *contextMenuButton_ = nullptr; TopBarFlags flags_ = TopBarFlags::Default; }; class ShinyIcon : public UI::ImageView { public: ShinyIcon(ImageID atlasImage, UI::LayoutParams *layoutParams = 0) : UI::ImageView(atlasImage, "", UI::IS_DEFAULT, layoutParams) {} void Draw(UIContext &dc) override; void SetAnimated(bool anim) { animated_ = anim; } private: bool animated_ = true; }; // Title at the top of a scrolling pane of settings. May later include a back button, but currently doesn't. // The gamePath_ is used to draw the icon of the game who's settings are currently being edited. // settingsCategory is used to build the help URL. class PaneTitleBar : public UI::LinearLayout { public: PaneTitleBar(const Path &gamePath, std::string_view title, const std::string_view settingsCategory, UI::LayoutParams *layoutParams = nullptr); private: Path gamePath_; }; class GameImageView : public UI::InertView { public: GameImageView(const Path &gamePath, GameInfoFlags image, float scale, UI::LayoutParams *layoutParams = 0) : InertView(layoutParams), image_(image), 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: GameInfoTex *GetTex(std::shared_ptr info) const; Path gamePath_; GameInfoFlags image_; float scale_ = 1.0f; }; void AddRotationPicker(ScreenManager *screenManager, UI::ViewGroup *parent, bool text);