Files
ppsspp/UI/CustomButtonMappingScreen.cpp
T
Henrik RydgårdandClaude Opus 5.5 b54056685e UI: Space ChoiceGroups from their container instead of their own margins
ChoiceGroups no longer have hardcoded margins. A new ChoiceGroupList holds them,
with padding and spacing that give the same look as before. Settings tabs, developer
tools, the two-pane settings columns, the pause menu and the rest put their groups in
one, and a few screens adjust its padding and spacing to their layout.

Also add the two groups in the remote disc streaming settings that were created but
never added, and make the settings search look inside groups: it only checked a tab's
direct children, so with ChoiceGroups a filter hid everything.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-24 14:01:58 +02:00

249 lines
8.8 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 "Common/System/Display.h"
#include "Common/Render/DrawBuffer.h"
#include "Common/Render/TextureAtlas.h"
#include "Common/UI/Context.h"
#include "Common/UI/View.h"
#include "Common/UI/ViewGroup.h"
#include "Common/UI/ScrollView.h"
#include "Common/UI/PopupScreens.h"
#include "Common/UI/ScreenManager.h"
#include "Common/Data/Text/I18n.h"
#include "Common/Data/Color/RGBAUtil.h"
#include "Common/Math/curves.h"
#include "Common/TimeUtil.h"
#include "Common/StringUtils.h"
#include "Core/Config.h"
#include "UI/CustomButtonMappingScreen.h"
class ButtonShapeScreen : public UI::PopupScreen {
public:
ButtonShapeScreen(std::string_view title, int *setting) : PopupScreen(title), setting_(setting) {}
void CreatePopupContents(UI::ViewGroup *parent) override {
using namespace UI;
using namespace CustomKeyData;
ScrollView *scroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT, 1.0f));
LinearLayout *items = new LinearLayoutList(ORIENT_VERTICAL);
for (int i = 0; i < ARRAY_SIZE(customKeyShapes); ++i) {
Choice *c = items->Add(new Choice(ImageID(customKeyShapes[i].l), 0.6f, customKeyShapes[i].r*PI/180, customKeyShapes[i].f));
c->OnClick.Add([=](UI::EventParams &e) {
*setting_ = i;
TriggerFinish(DR_OK);
});
}
scroll->Add(items);
parent->Add(scroll);
}
const char *tag() const override { return "ButtonShape"; }
private:
int *setting_;
};
class ButtonIconScreen : public UI::PopupScreen {
public:
ButtonIconScreen(std::string_view title, int *setting) : PopupScreen(title), setting_(setting) {}
void CreatePopupContents(UI::ViewGroup *parent) override {
using namespace UI;
using namespace CustomKeyData;
ScrollView *scroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT, 1.0f));
LinearLayout *items = new LinearLayoutList(ORIENT_VERTICAL);
for (int i = 0; i < ARRAY_SIZE(customKeyImages); ++i) {
Choice *c = items->Add(new Choice(ImageID(customKeyImages[i].i), 1.0f, customKeyImages[i].r*PI/180));
c->OnClick.Add([=](UI::EventParams &e) {
*setting_ = i;
TriggerFinish(DR_OK);
});
}
scroll->Add(items);
parent->Add(scroll);
}
const char *tag() const override { return "ButtonIcon"; }
private:
int *setting_;
};
class ButtonPreview : public UI::View {
public:
ButtonPreview(ImageID bgImg, ImageID img, float rotationIcon, bool flipShape, float rotationShape, int x, int y)
: View(new UI::AnchorLayoutParams(x, y, UI::NONE, UI::NONE, UI::Centering::Both)), bgImg_(bgImg), img_(img), rotI_(rotationIcon),
flipS_(flipShape), rotS_(rotationShape), x_(x), y_(y) {}
void Draw(UIContext &dc) override {
float opacity = g_Config.iTouchButtonOpacity / 100.0f;
uint32_t colorBg = colorAlpha(g_Config.iTouchButtonStyle != 0 ? 0xFFFFFF : 0xc0b080, opacity);
uint32_t color = colorAlpha(0xFFFFFF, opacity);
dc.Draw()->DrawImageRotated(bgImg_, x_, y_, 1.0f, rotS_*PI/180, colorBg, flipS_);
dc.Draw()->DrawImageRotated(img_, x_, y_, 1.0f, rotI_*PI/180, color, false);
}
private:
int x_;
int y_;
float rotI_;
float rotS_;
bool flipS_;
ImageID bgImg_;
ImageID img_;
};
std::string_view CustomButtonMappingScreen::GetTitle() const {
auto co = GetI18NCategory(I18NCat::CONTROLS);
return co->T("Custom touch button setup");
}
void CustomButtonMappingScreen::CreateDialogViews(UI::ViewGroup *parent) {
using namespace UI;
using namespace CustomKeyData;
auto co = GetI18NCategory(I18NCat::CONTROLS);
auto mc = GetI18NCategory(I18NCat::MAPPABLECONTROLS);
LinearLayout *root__ = new LinearLayout(ORIENT_HORIZONTAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT, 1.0));
parent->Add(root__);
LinearLayout *leftColumn = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(120, FILL_PARENT));
auto di = GetI18NCategory(I18NCat::DIALOG);
TouchControlConfig &touch = g_Config.GetTouchControlsConfig(deviceOrientation_);
ConfigCustomButton *cfg = nullptr;
bool *show = nullptr;
cfg = &g_Config.CustomButton[id_];
// This screen is reachable from the main menu, so neither GamepadEmu nor the layout screen
// need have sanitized these yet - and everything below indexes the tables with them.
CustomKeyData::Sanitize(*cfg);
show = &touch.touchCustom[id_].show;
// Only load once, since the views can be recreated (on rotation, for example) before the array is saved.
if (!arrayLoaded_) {
for (int i = 0; i < ARRAY_SIZE(g_customKeyList); i++) {
array[i] = (0x01 == ((g_Config.CustomButton[id_].key >> i) & 0x01));
}
arrayLoaded_ = true;
}
// TODO: Less hacky layout work
const Bounds layoutBounds = GetLayoutBounds(*screenManager()->getUIContext());
leftColumn->Add(new ButtonPreview(g_Config.iTouchButtonStyle == 0 ? customKeyShapes[cfg->shape].i : customKeyShapes[cfg->shape].l,
customKeyImages[cfg->image].i, customKeyImages[cfg->image].r, customKeyShapes[cfg->shape].f, customKeyShapes[cfg->shape].r, layoutBounds.x + 62, layoutBounds.y + 102));
root__->Add(leftColumn);
ScrollView *rightScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(WRAP_CONTENT, WRAP_CONTENT, 1.0f));
root__->Add(rightScroll);
LinearLayout *vertLayout = new ChoiceGroupList(new LayoutParams(WRAP_CONTENT, WRAP_CONTENT));
rightScroll->Add(vertLayout);
ChoiceGroup *styleSettings = vertLayout->Add(new ChoiceGroup(co->T("Button style")));
styleSettings->Add(new CheckBox(show, co->T("Visible")));
Choice *icon = styleSettings->Add(new Choice(co->T("Icon")));
icon->SetIconRight(ImageID(customKeyImages[cfg->image].i), 1.0f, customKeyImages[cfg->image].r*PI/180, false, false); // Set right icon on the choice
icon->OnClick.Add([=](UI::EventParams &e) {
auto iconScreen = new ButtonIconScreen(co->T("Icon"), &(cfg->image));
if (e.v)
iconScreen->SetPopupOrigin(e.v);
screenManager()->push(iconScreen);
});
Choice *shape = styleSettings->Add(new Choice(co->T("Shape")));
shape->SetIconRight(ImageID(customKeyShapes[cfg->shape].l), 0.6f, customKeyShapes[cfg->shape].r*PI/180, customKeyShapes[cfg->shape].f, false); // Set right icon on the choice
shape->OnClick.Add([=](UI::EventParams &e) {
auto shape = new ButtonShapeScreen(co->T("Shape"), &(cfg->shape));
if (e.v)
shape->SetPopupOrigin(e.v);
screenManager()->push(shape);
});
ChoiceGroup *bindingSettings = vertLayout->Add(new ChoiceGroup(co->T("Button Binding")));
bindingSettings->Add(new CheckBox(&(cfg->toggle), co->T("Toggle mode")));
bindingSettings->Add(new CheckBox(&(cfg->repeat), co->T("Repeat mode")));
const int cellSize = 400;
UI::GridLayoutSettings gridsettings(cellSize, 64, 5);
gridsettings.fillCells = true;
GridLayout *grid = vertLayout->Add(new GridLayout(gridsettings, new LayoutParams(FILL_PARENT, WRAP_CONTENT)));
// Button image and action are defined in GamepadEmu.h
for (int i = 0; i < ARRAY_SIZE(g_customKeyList); ++i) {
LinearLayout *row = new LinearLayout(ORIENT_HORIZONTAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT));
row->SetSpacing(0);
CheckBox *checkbox = new CheckBox(&array[i], "", "", new LinearLayoutParams(50, WRAP_CONTENT));
row->Add(checkbox);
Choice *choice;
if (g_customKeyList[i].i.isValid()) {
choice = new Choice(g_customKeyList[i].i, new LinearLayoutParams(1.0f));
} else {
choice = new Choice(mc->T(KeyMap::GetPspButtonNameCharPointer(g_customKeyList[i].c)), new LinearLayoutParams(1.0f));
}
choice->OnClick.Add([checkbox](UI::EventParams &) {
checkbox->Toggle();
});
choice->SetCentered(true);
row->Add(choice);
grid->Add(row);
}
}
static uint64_t arrayToInt(const bool ary[ARRAY_SIZE(CustomKeyData::g_customKeyList)]) {
uint64_t value = 0;
for (int i = ARRAY_SIZE(CustomKeyData::g_customKeyList)-1; i >= 0; i--) {
value |= ary[i] ? 1 : 0;
if (i > 0) {
value = value << 1;
}
}
return value;
}
void CustomButtonMappingScreen::saveArray() {
if (id_ >= 0 && id_ < TouchControlConfig::CUSTOM_BUTTON_COUNT) {
g_Config.CustomButton[id_].key = arrayToInt(array);
}
}
void CustomButtonMappingScreen::dialogFinished(const Screen *dialog, DialogResult result) {
saveArray();
RecreateViews();
}
void CustomButtonMappingScreen::onFinish(DialogResult result) {
saveArray();
g_Config.Save("CustomButtonMappingScreen::onFinish");
}