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ppsspp/UI/MiscViews.cpp
T

492 lines
16 KiB
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#include "Common/UI/View.h"
#include "Common/UI/Context.h"
#include "Common/Render/DrawBuffer.h"
#include "Common/System/Request.h"
#include "Common/System/Display.h"
#include "Common/TimeUtil.h"
#include "Common/Data/Text/I18n.h"
#include "Common/Math/curves.h"
#include "Common/StringUtils.h"
#include "Common/Data/Encoding/Utf8.h"
#include "Common/UI/Root.h"
#include "UI/MiscViews.h"
#include "UI/GameInfoCache.h"
#include "Common/UI/PopupScreens.h"
#include "Core/Config.h"
#include "GPU/Common/PresentationCommon.h"
TextWithImage::TextWithImage(ImageID imageID, std::string_view text, UI::LinearLayoutParams *layoutParams) : UI::LinearLayout(ORIENT_HORIZONTAL, layoutParams) {
using namespace UI;
SetSpacing(8.0f);
if (!layoutParams) {
layoutParams_->width = FILL_PARENT;
layoutParams_->height = ITEM_HEIGHT;
}
if (imageID.isValid()) {
Add(new ImageView(imageID, "", new LinearLayoutParams(0.0f, UI::Gravity::G_VCENTER)));
}
Add(new TextView(text, new LinearLayoutParams(1.0f, UI::Gravity::G_VCENTER)));
}
CopyableText::CopyableText(ImageID imageID, std::string_view text, UI::LinearLayoutParams *layoutParams) : UI::LinearLayout(ORIENT_HORIZONTAL, layoutParams) {
using namespace UI;
SetSpacing(8.0f);
if (!layoutParams) {
layoutParams_->width = FILL_PARENT;
layoutParams_->height = ITEM_HEIGHT;
}
if (imageID.isValid()) {
Add(new ImageView(imageID, "", new LinearLayoutParams(0.0f, UI::Gravity::G_VCENTER)));
}
Add(new TextView(text, new LinearLayoutParams(1.0f, UI::Gravity::G_VCENTER)))->SetBig(true);
std::string textStr(text); // We need to store the text in the lambda context.
Add(new Choice(ImageID("I_FILE_COPY"), new LinearLayoutParams()))->OnClick.Add([textStr](UI::EventParams &) {
System_CopyStringToClipboard(textStr);
});
}
TopBar::TopBar(const UIContext &ctx, TopBarFlags flags, std::string_view title, UI::LayoutParams *layoutParams) : UI::LinearLayout(ORIENT_HORIZONTAL, layoutParams) {
using namespace UI;
SetSpacing(10.0f);
if (!layoutParams) {
layoutParams_->width = UI::FILL_PARENT;
layoutParams_->height = ITEM_HEIGHT;
}
if (!(flags & TopBarFlags::NoBackButton)) {
auto dlg = GetI18NCategory(I18NCat::DIALOG);
backButton_ = Add(new Choice(ImageID("I_NAVIGATE_BACK"), new LinearLayoutParams(ITEM_HEIGHT, ITEM_HEIGHT)));
backButton_->OnClick.Add([](UI::EventParams &e) {
e.bubbleResult = DR_BACK;
});
} else {
Add(new Spacer(4.0f));
}
if (!title.empty()) {
TextView *titleView = Add(new TextView(title, ALIGN_VCENTER, false, new LinearLayoutParams(1.0f, Gravity::G_VCENTER)));
titleView->SetTextColor(ctx.GetTheme().itemStyle.fgColor);
titleView->SetBig(true);
// If using HCENTER, to balance the centering, add a spacer on the right.
// Add(new Spacer(50.0f));
}
if (flags & TopBarFlags::ContextMenuButton) {
contextMenuButton_ = Add(new Choice(ImageID("I_THREE_DOTS"), new LinearLayoutParams(ITEM_HEIGHT, ITEM_HEIGHT)));
contextMenuButton_->OnClick.Add([this](UI::EventParams &e) {
this->OnContextMenuClick.Trigger(e);
});
}
}
void ShinyIcon::Draw(UIContext &dc) {
UI::DrawIconShine(dc, bounds_, 1.0f, animated_);
UI::ImageView::Draw(dc);
}
class SimpleGameIconView : public UI::InertView {
public:
SimpleGameIconView(const Path &gamePath, UI::LayoutParams *layoutParams = 0)
: InertView(layoutParams), gamePath_(gamePath) {
}
void GetContentDimensions(const UIContext &dc, float &w, float &h) const override {
h = UI::ITEM_HEIGHT;
float aspect = 1.0f;
if (textureHeight_ > 0) {
aspect = static_cast<float>(textureWidth_) / static_cast<float>(textureHeight_);
}
w = h * aspect;
}
void Draw(UIContext &dc) override {
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();
textureHeight_ = texture->Height();
dc.Flush();
dc.GetDrawContext()->BindTexture(0, texture);
dc.Draw()->Rect(bounds_.x, bounds_.y, bounds_.w, bounds_.h, 0xFFFFFFFF);
dc.Flush();
dc.RebindTexture();
// Draw the gear icon
const AtlasImage *gearImage = dc.Draw()->GetAtlas()->getImage(ImageID("I_GEAR_SMALL"));
dc.Draw()->DrawImage(ImageID("I_GEAR_SMALL"), bounds_.x + 1, bounds_.y2() - gearImage->h - 1, 1.0f);
}
std::string DescribeText() const override { return ""; }
private:
Path gamePath_;
int textureWidth_ = 0;
int textureHeight_ = 0;
};
PaneTitleBar::PaneTitleBar(const Path &gamePath, std::string_view title, const std::string_view settingsCategory, UI::LayoutParams *layoutParams)
: UI::LinearLayout(ORIENT_HORIZONTAL, layoutParams), gamePath_(gamePath) {
using namespace UI;
SetSpacing(10.0f);
if (!layoutParams) {
layoutParams_->width = UI::FILL_PARENT;
layoutParams_->height = ITEM_HEIGHT;
}
auto dlg = GetI18NCategory(I18NCat::DIALOG);
if (!title.empty()) {
SimpleTextView *titleView = Add(new SimpleTextView(title, new LinearLayoutParams(0.0f, Gravity::G_VCENTER, Margins(8, 0, 20, 0))));
titleView->SetBig(true);
// If using HCENTER, to balance the centering, add a spacer on the right.
}
Add(new Spacer(10.0f, new LinearLayoutParams(1.0f)));
// Now add the game icon.
if (!gamePath.empty() && g_Config.IsGameSpecific()) {
Add(new SimpleGameIconView(gamePath_, new LinearLayoutParams(WRAP_CONTENT, WRAP_CONTENT)));
}
if (!settingsCategory.empty()) {
std::string settingsUrl;
if (settingsCategory[0] == '/') {
settingsUrl = join("https://www.ppsspp.org", settingsCategory);
} else {
settingsUrl = join("https://www.ppsspp.org/docs/settings/", settingsCategory);
}
Choice *helpButton = Add(new Choice(ImageID("I_LINK_OUT_QUESTION"), new LinearLayoutParams()));
helpButton->OnClick.Add([settingsUrl](UI::EventParams &) {
System_LaunchUrl(LaunchUrlType::BROWSER_URL, settingsUrl);
});
}
}
void GameImageView::GetContentDimensions(const UIContext &dc, float &w, float &h) const {
std::shared_ptr<GameInfo> info = g_gameInfoCache->GetInfo(dc.GetDrawContext(), gamePath_, image_);
GameInfoTex *tex = GetTex(info);
w = 0;
h = 0;
if (!tex || !tex->texture) {
// Not ready yet
return;
}
Draw::Texture *texture = tex->texture;
w = tex->texture->Width();
h = tex->texture->Height();
}
GameInfoTex *GameImageView::GetTex(std::shared_ptr<GameInfo> info) const {
GameInfoTex *tex = nullptr;
switch (image_) {
case GameInfoFlags::ICON:
tex = &info->icon;
break;
case GameInfoFlags::PIC0:
tex = &info->pic0;
break;
case GameInfoFlags::PIC1:
tex = &info->pic1;
break;
default:
break;
}
return tex;
}
void GameImageView::Draw(UIContext &dc) {
using namespace UI;
std::shared_ptr<GameInfo> info = g_gameInfoCache->GetInfo(dc.GetDrawContext(), gamePath_, image_);
if (!info->Ready(image_)) {
return;
}
GameInfoTex *tex = GetTex(info);
if (!tex || !tex->texture) {
return;
}
Draw::Texture *texture = tex->texture;
float textureWidth_ = texture->Width() * scale_;
float textureHeight_ = texture->Height() * scale_;
// Fade icon with the backgrounds.
double loadTime = info->icon.timeLoaded;
auto pic = info->GetPIC1();
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);
int x = bounds_.x + (bounds_.w - nw) / 2.0f;
dc.Flush();
dc.GetDrawContext()->BindTexture(0, texture);
dc.Draw()->Rect(x, bounds_.y, nw, bounds_.h, color);
dc.Flush();
dc.RebindTexture();
}
void AddRotationPicker(ScreenManager *screenManager, UI::ViewGroup *parent, bool text) {
using namespace UI;
static const char *screenRotation[] = { "Auto", "Landscape", "Portrait", "Landscape Reversed", "N/A", "Landscape Auto"};
static const std::map<int, ImageID> screenRotationIcons{
{ROTATION_AUTO, ImageID("I_DEVICE_ROTATION_AUTO")},
{ROTATION_LOCKED_HORIZONTAL, ImageID("I_DEVICE_ROTATION_LANDSCAPE")},
{ROTATION_LOCKED_VERTICAL, ImageID("I_DEVICE_ROTATION_PORTRAIT")},
{ROTATION_LOCKED_HORIZONTAL180, ImageID("I_DEVICE_ROTATION_LANDSCAPE_REV")},
{ROTATION_AUTO_HORIZONTAL, ImageID("I_DEVICE_ROTATION_LANDSCAPE_AUT")},
};
auto co = GetI18NCategory(I18NCat::CONTROLS);
PopupMultiChoice *rot = parent->Add(new PopupMultiChoice(&g_Config.iScreenRotation, text ? co->T("Screen Rotation") : "", screenRotation, 0, ARRAY_SIZE(screenRotation), I18NCat::CONTROLS, screenManager, text ? nullptr : new LinearLayoutParams(ITEM_HEIGHT, ITEM_HEIGHT)));
if (!text) {
rot->SetHideTitle(true);
rot->SetIconOnly(true);
}
rot->SetChoiceIcons(screenRotationIcons);
// Portrait Reversed is not recommended on iPhone (and we also ban it in the plist).
// However it's recommended to support it on iPad, so maybe we will in the future.
rot->HideChoice(ROTATION_LOCKED_VERTICAL180);
rot->OnChoice.Add([](UI::EventParams &) {
INFO_LOG(Log::System, "New display rotation: %d", g_Config.iScreenRotation);
System_Notify(SystemNotification::ROTATE_UPDATED);
});
}
void GameInfoBGView::Draw(UIContext &dc) {
// Should only be called when visible.
std::shared_ptr<GameInfo> ginfo = g_gameInfoCache->GetInfo(dc.GetDrawContext(), gamePath_, GameInfoFlags::PIC1);
dc.Flush();
// PIC1 is the loading image, so let's only draw if it's available.
if (ginfo->Ready(GameInfoFlags::PIC1) && ginfo->pic1.texture) {
Draw::Texture *texture = ginfo->pic1.texture;
if (texture) {
const DisplayLayoutConfig &config = g_Config.GetDisplayLayoutConfig(g_display.GetDeviceOrientation());
// Similar to presentation, we want to put the game PIC1 in the same region of the screen.
FRect frame = GetScreenFrame(config.bIgnoreScreenInsets, g_display.pixel_xres, g_display.pixel_yres);
FRect rc;
CalculateDisplayOutputRect(config, &rc, texture->Width(), texture->Height(), frame, config.iInternalScreenRotation);
// Need to adjust for DPI here since we're still in the UI coordinate space here, not the pixel coordinate space used for in-game presentation.
Bounds bounds(rc.x * g_display.dpi_scale_x, rc.y * g_display.dpi_scale_y, rc.w * g_display.dpi_scale_x, rc.h * g_display.dpi_scale_y);
dc.GetDrawContext()->BindTexture(0, texture);
double loadTime = ginfo->pic1.timeLoaded;
uint32_t color = alphaMul(color_, ease((time_now_d() - loadTime) * 3));
dc.Draw()->DrawTexRect(bounds, 0, 0, 1, 1, color);
dc.Flush();
dc.RebindTexture();
}
}
}
SettingHint::SettingHint(std::string_view text, UI::View *setting)
: UI::TextView(text, new UI::LinearLayoutParams(UI::FILL_PARENT, UI::WRAP_CONTENT)), setting_(setting) {
SetTextSize(UI::TextSize::Tiny);
SetPadding(UI::Margins(14, 0, 12, 8));
SetAlign(FLAG_WRAP_TEXT);
}
void SettingHint::Draw(UIContext &dc) {
const bool enabled = setting_ ? setting_->IsEnabled() : true;
const UI::Style &style = enabled ? dc.GetTheme().itemStyle : dc.GetTheme().itemDisabledStyle;
SetTextColor(style.fgColor); // bit hacky but works
dc.FillRect(style.background, bounds_);
UI::TextView::Draw(dc);
}
void SearchBar::Draw(UIContext &dc) {
using namespace UI;
dc.FillRect(dc.GetTheme().itemStyle.background, bounds_);
const ImageID searchIcon = ImageID("I_SEARCH");
const AtlasImage *image = dc.Draw()->GetAtlas()->getImage(searchIcon);
int leftMargin = 10;
if (image) {
dc.Draw()->DrawImage(searchIcon, bounds_.x + leftMargin, bounds_.centerY(), 1.0f, 0xFFFFFFFF, ALIGN_VCENTER);
leftMargin += image->w + 10;
}
dc.DrawText(searchFilter_, bounds_.x + leftMargin, bounds_.centerY(), 0xFFFFFFFF, ALIGN_VCENTER);
}
SearchBar::SearchBar(UI::LayoutParams *params) : UI::InertView(params) {
SetVisibility(UI::Visibility::V_GONE);
}
void SearchBar::GetContentDimensions(const UIContext &dc, float &w, float &h) const {
w = 0;
h = 0;
const ImageID searchIcon = ImageID("I_SEARCH");
dc.MeasureText(dc.GetTheme().uiFont, 1.0f, 1.0f, searchFilter_, &w, &h);
const AtlasImage *image = dc.Draw()->GetAtlas()->getImage(searchIcon);
if (image) {
w += image->w + 10;
h = std::max(h, (float)image->h);
}
w += 20; // Padding
h += 24;
}
bool SearchBar::Touch(const TouchInput &input) {
bool retval = UI::InertView::Touch(input);
// Search bar has a simple touch-to-cancel functionality,
// for the user to be able to get out of searches without knowing ESC (or backspacing the whole search string).
if (input.flags & TouchInputFlags::DOWN) {
if (bounds_.Contains(input.x, input.y)) {
UI::EventParams params{this};
OnCancel.Trigger(params);
return true;
}
}
return retval;
}
void ViewSearch::ApplySearchFilter(UI::ViewGroup *viewGroup, bool setKeyboardFocus) {
if (searchBar) {
searchBar->SetSearchFilter(searchFilter);
searchBar->SetVisibility(searchFilter.empty() ? UI::V_GONE : UI::V_VISIBLE);
}
if (searchFilter.empty() && searchStates.empty()) {
// We haven't hidden anything, and we're not searching, so do nothing.
searchPending = false;
return;
}
std::string filter = NormalizeForSearch(searchFilter);
searchPending = false;
// By default, everything is matching.
searchStates.resize(viewGroup->GetNumSubviews(), SearchState::MATCH);
if (filter.empty()) {
// Just quickly mark anything we hid as visible again.
for (int i = 0; i < viewGroup->GetNumSubviews(); ++i) {
UI::View *v = viewGroup->GetViewByIndex(i);
if (searchStates[i] != SearchState::MATCH)
v->SetVisibility(UI::V_VISIBLE);
}
searchStates.clear();
return;
}
UI::View *firstMatch = nullptr;
for (int i = 0; i < viewGroup->GetNumSubviews(); ++i) {
UI::View *v = viewGroup->GetViewByIndex(i);
bool match = false;
if (v->AlwaysVisibleInSearch()) {
match = true;
if (v->CanBeFocused() && !firstMatch) {
firstMatch = v;
}
} else {
std::string label = v->DescribeText();
// This is a bit of a hack to recognize a pending game title.
if (label == "...") {
searchPending = true;
// Hide anything pending while, we'll pop-in search results as they match.
// Note: we leave it at MATCH if gone before, so we don't show it again.
if (v->GetVisibility() == UI::V_VISIBLE) {
if (searchStates[i] == SearchState::MATCH)
v->SetVisibility(UI::V_GONE);
searchStates[i] = SearchState::PENDING;
}
continue;
}
label = NormalizeForSearch(label);
match = v->CanBeFocused() && label.find(filter) != label.npos;
if (match && !firstMatch) {
firstMatch = v;
}
}
if (match && searchStates[i] != SearchState::MATCH) {
// It was previously visible and force hidden, so show it again.
v->SetVisibility(UI::V_VISIBLE);
searchStates[i] = SearchState::MATCH;
} else if (!match && searchStates[i] == SearchState::MATCH && v->GetVisibility() == UI::V_VISIBLE) {
v->SetVisibility(UI::V_GONE);
searchStates[i] = SearchState::MISMATCH;
}
}
if (firstMatch) {
if (setKeyboardFocus) {
UI::EnableFocusMovement(true);
UI::SetFocusedView(firstMatch, UI::FocusFlags::CAUSE_OTHER);
}
}
}
bool ViewSearch::Key(UI::ViewGroup *viewGroup, const KeyInput &input) {
bool retval = false;
// Only one is visible at a time, so we can just grab all Char input.
if (input.flags & KeyInputFlags::CHAR) {
const int unichar = input.keyCode;
if (unichar >= 0x20 && unichar != 127) { // 127 gets produced from Ctrl+Backspace on Windows for some reason.
// Don't allow spaces as the first character, it looks confusing (empty search field)
if (searchFilter.empty() && unichar == ' ') {
return false;
}
// TODO: Save focus state here.
// Insert it! (todo: do it with a string insert)
char buf[8];
buf[u8_wc_toutf8(buf, unichar)] = '\0';
searchFilter += buf;
ApplySearchFilter(viewGroup, true);
retval = true;
}
} else if (input.flags & KeyInputFlags::DOWN) {
if (input.keyCode == NKCODE_DEL) {
if (!searchFilter.empty()) {
if (input.flags & KeyInputFlags::MOD_CTRL) {
// Ctrl+Backspace deletes the last word. Delete until the last space.
size_t pos = searchFilter.find_last_of(' ');
if (pos != searchFilter.npos) {
searchFilter.erase(pos);
} else {
searchFilter.clear();
}
} else {
searchFilter.pop_back();
}
ApplySearchFilter(viewGroup, true);
retval = true;
if (searchFilter.empty()) {
// TODO: Restore focus state here.
UI::EnableFocusMovement(false);
}
} else {
// Empty search filter. Navigate upwards on backspace?
}
} else if (!searchFilter.empty() && input.keyCode == NKCODE_ESCAPE) {
searchFilter.clear();
ApplySearchFilter(viewGroup, false);
retval = true;
// TODO: Restore focus state here.
UI::EnableFocusMovement(false);
}
}
return retval;
}