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GetRequesterToken() only returns the views token inside CreateViews(), but tabbed screens create every tab other than the first on demand, and the persist restore after CreateViews() can create one too. So text inputs and file choosers there (Networking tab nickname, search filter, RemoteISO and achievement settings) registered their [this] callbacks under the screen token, which a recreate doesn't forget. Open the native input box, rotate, press OK, and the callback wrote through the deleted view. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
241 lines
8.3 KiB
C++
241 lines
8.3 KiB
C++
#include <algorithm>
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#include "Common/Data/Text/I18n.h"
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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 "Common/UI/TabHolder.h"
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#include "Common/UI/ViewGroup.h"
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#include "Common/UI/ScrollView.h"
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#include "Common/UI/PopupScreens.h"
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#include "Common/UI/ScreenManager.h"
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#include "UI/MiscViews.h"
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#include "Common/UI/Context.h"
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#include "UI/TabbedDialogScreen.h"
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UITabbedBaseDialogScreen::UITabbedBaseDialogScreen(const Path &gamePath, int *currentTabSetting, TabDialogFlags flags)
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: UIBaseDialogScreen(gamePath), currentTabSetting_(currentTabSetting), flags_(flags) {}
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void UITabbedBaseDialogScreen::AddTab(const char *tag, std::string_view title, ImageID imageId, std::function<void(UI::LinearLayout *)> createCallback, TabFlags flags) {
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using namespace UI;
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TabDialogFlags dialogFlags = flags_;
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Path gamePath = gamePath_;
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std::string cachedTitle(title);
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tabHolder_->AddTabDeferred(title, imageId, [this, createCallback = std::move(createCallback), tag, flags, dialogFlags, gamePath, cachedTitle]() -> UI::ViewGroup * {
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using namespace UI;
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ViewGroup *scroll = nullptr;
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if (!(flags & TabFlags::NonScrollable)) {
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scroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
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scroll->SetTag(tag);
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}
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LinearLayout *contents = new LinearLayoutList(ORIENT_VERTICAL, new LinearLayoutParams(Margins(0, 0, 8, 0)));
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contents->SetSpacing(0);
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if (dialogFlags & TabDialogFlags::AddAutoTitles) {
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auto di = GetI18NCategory(I18NCat::DIALOG);
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contents->Add(new PaneTitleBar(gamePath, cachedTitle, ""));
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}
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// Tabs other than the first are created on demand, outside CreateViews. Their views still belong to the
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// current tree, so their requests must get the views token, to be forgotten when the tree is deleted.
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bool wasCreatingViews = IsCreatingViews();
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SetCreatingViews(true);
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createCallback(contents);
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SetCreatingViews(wasCreatingViews);
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if (scroll) {
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scroll->Add(contents);
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return scroll;
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} else {
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return contents;
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}
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});
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}
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void UITabbedBaseDialogScreen::CreateViews() {
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PreCreateViews();
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bool portrait = GetDeviceOrientation() == DeviceOrientation::Portrait || ForceHorizontalTabs();
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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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auto se = GetI18NCategory(I18NCat::SEARCH);
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filterNotice_ = new TextView("(filter notice, you shouldn't see this text", new LinearLayoutParams(Margins(20, 5)));
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filterNotice_->SetVisibility(V_GONE);
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if (portrait) {
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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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TabHolderFlags tabHolderFlags = TabHolderFlags::BackButton;
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if (flags_ & TabDialogFlags::HorizontalOnlyIcons) {
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tabHolderFlags |= TabHolderFlags::HorizontalOnlyIcons;
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}
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std::function<void()> contextMenu;
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if (flags_ & TabDialogFlags::ContextMenuInPortrait) {
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contextMenu = [this]() {
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this->screenManager()->push(new PopupCallbackScreen([this](UI::ViewGroup *parent) {
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CreateExtraButtons(parent, 0);
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}, nullptr));
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};
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}
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tabHolder_ = new TabHolder(ORIENT_HORIZONTAL, 200, tabHolderFlags, filterNotice_, contextMenu, new LinearLayoutParams(1.0f));
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verticalLayout->Add(tabHolder_);
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if (!(flags_ & TabDialogFlags::ContextMenuInPortrait)) {
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CreateExtraButtons(verticalLayout, 0);
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}
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root_ = verticalLayout;
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} else {
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TabHolderFlags tabHolderFlags = TabHolderFlags::Default;
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if (flags_ & TabDialogFlags::VerticalShowIcons) {
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tabHolderFlags |= TabHolderFlags::VerticalShowIcons;
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}
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tabHolder_ = new TabHolder(ORIENT_VERTICAL, 300, tabHolderFlags, filterNotice_, nullptr, new AnchorLayoutParams(10, 0, 0, 0));
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CreateExtraButtons(tabHolder_->Container(), 10);
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tabHolder_->AddBack(this);
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root_ = 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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float leftSide = 40.0f;
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if (!portrait) {
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leftSide += 200.0f;
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}
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// Let the subclass create its tabs.
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CreateTabs();
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if (currentTabSetting_) {
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tabHolder_->SetInitialTab(*currentTabSetting_);
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} else {
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tabHolder_->EnsureTab(tabHolder_->GetCurrentTab());
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}
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tabHolder_->OnChangeTab.Add([this](UI::EventParams &e) {
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if (currentTabSetting_) {
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*currentTabSetting_ = e.a;
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}
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});
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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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// Search
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auto ms = GetI18NCategory(I18NCat::MAINSETTINGS);
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AddTab("GameSettingsSearch", ms->T("Search"), ImageID("I_SEARCH"), [this](UI::LinearLayout *searchSettings) {
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auto se = GetI18NCategory(I18NCat::SEARCH);
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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([this](UI::EventParams &e) {
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System_PostUIMessage(UIMessage::GAMESETTINGS_SEARCH, StripSpaces(searchFilter_));
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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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});
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clearSearchChoice_->SetVisibility(searchFilter_.empty() ? UI::V_GONE : UI::V_VISIBLE);
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noSearchResults_ = searchSettings->Add(new TextView("", new LinearLayoutParams(Margins(20, 5))));
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});
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}
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}
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// Need to handle recreates, both important and accidental ones.
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if (!searchFilter_.empty()) {
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ApplySearchFilter();
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}
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}
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void UITabbedBaseDialogScreen::sendMessage(UIMessage message, const char *value) {
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UIBaseDialogScreen::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 UITabbedBaseDialogScreen::EnsureTabs() {
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_dbg_assert_(tabHolder_);
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if (tabHolder_) {
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tabHolder_->EnsureAllCreated();
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}
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}
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int UITabbedBaseDialogScreen::GetCurrentTab() const {
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return tabHolder_->GetCurrentTab();
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}
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void UITabbedBaseDialogScreen::SetCurrentTab(int tab) {
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tabHolder_->SetCurrentTab(tab);
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}
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void UITabbedBaseDialogScreen::ApplySearchFilter() {
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using namespace UI;
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auto se = GetI18NCategory(I18NCat::SEARCH);
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EnsureTabs();
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// Show an indicator that a filter is applied.
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filterNotice_->SetVisibility(searchFilter_.empty() ? UI::V_GONE : UI::V_VISIBLE);
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filterNotice_->SetText(ApplySafeSubstitutions(se->T("Filtering settings by '%1'"), searchFilter_));
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bool matches = searchFilter_.empty();
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const std::vector<ViewGroup *> settingTabs = tabHolder_->GetTabContentViews();
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for (int t = 0; t < (int)settingTabs.size(); ++t) {
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const ViewGroup *tabContents = settingTabs[t];
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std::string_view tag = tabContents->Tag();
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// Dive down to the actual list of settings.
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// TODO: Do this recursively instead.
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while (tabContents->GetNumSubviews() == 1) {
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View *v = tabContents->GetViewByIndex(0);
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if (v->IsViewGroup()) {
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tabContents = (ViewGroup *)v;
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} else {
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break;
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}
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}
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if (tag == "GameSettingsSearch") {
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continue;
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}
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bool tabMatches = searchFilter_.empty();
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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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