- Added option, to have a 400x214px custom Image as the Background on a UniStore. - Added a header bar on almost all menus. - Added GUI Settings.
165 lines
No EOL
5.5 KiB
C++
165 lines
No EOL
5.5 KiB
C++
/*
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* This file is part of Universal-Updater
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* Copyright (C) 2019-2020 Universal-Team
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* Additional Terms 7.b and 7.c of GPLv3 apply to this file:
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* * Requiring preservation of specified reasonable legal notices or
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* author attributions in that material or in the Appropriate Legal
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* Notices displayed by works containing it.
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* * Prohibiting misrepresentation of the origin of that material,
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* or requiring that modified versions of such material be marked in
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* reasonable ways as different from the original version.
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*/
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#include "keyboard.hpp"
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#include "storeUtils.hpp"
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#include "structs.hpp"
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extern bool touching(touchPosition touch, Structs::ButtonPos button);
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static const std::vector<Structs::ButtonPos> buttons = {
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{ 75, 60, 100, 16 },
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{ 75, 80, 100, 16 },
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{ 75, 100, 100, 16 },
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{ 205, 60, 100, 16 },
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{ 205, 80, 100, 16 },
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{ 75, 170, 100, 16 },
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{ 75, 190, 100, 16 }
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};
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static void DrawCheck(int pos, bool v) {
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GFX::DrawSprite((v ? sprites_sort_checked_idx : sprites_sort_unchecked_idx), buttons[pos].x + 5, buttons[pos].y);
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}
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/*
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Return SortType as an uint8_t.
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const SortType &st: Const Reference to the SortType variable.
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*/
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static const uint8_t GetType(const SortType &st) {
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switch(st) {
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case SortType::TITLE:
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return 0;
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case SortType::AUTHOR:
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return 1;
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case SortType::LAST_UPDATED:
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return 2;
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}
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return 1;
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}
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/*
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Draw the Sort Menu.
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const bool &asc: Const Reference to the Ascending variable.
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const SortType &st: Const Reference to the SortType variable.
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*/
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void StoreUtils::DrawSorting(const bool &asc, const SortType &st) {
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Gui::Draw_Rect(48, 0, 272, 25, ENTRY_BAR_COLOR);
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Gui::Draw_Rect(48, 25, 272, 1, ENTRY_BAR_OUTL_COLOR);
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Gui::DrawStringCentered(25, 2, 0.6, TEXT_COLOR, Lang::get("SORTING"), 265);
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/* Sort By. */
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Gui::DrawString(buttons[0].x + 5, buttons[0].y - 20, 0.6f, TEXT_COLOR, Lang::get("SORT_BY"), 90);
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for (int i = 0; i < 3; i++) {
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DrawCheck(i, i == GetType(st));
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}
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Gui::DrawString(buttons[0].x + 25, buttons[0].y + 2, 0.4f, TEXT_COLOR, Lang::get("TITLE"), 80);
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Gui::DrawString(buttons[1].x + 25, buttons[1].y + 2, 0.4f, TEXT_COLOR, Lang::get("AUTHOR"), 80);
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Gui::DrawString(buttons[2].x + 25, buttons[2].y + 2, 0.4f, TEXT_COLOR, Lang::get("LAST_UPDATED"), 80);
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/* Direction. */
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Gui::DrawString(buttons[3].x + 5, buttons[3].y - 20, 0.6f, TEXT_COLOR, Lang::get("DIRECTION"), 80);
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DrawCheck(3, asc);
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DrawCheck(4, !asc);
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Gui::DrawString(buttons[3].x + 25, buttons[3].y + 2, 0.4f, TEXT_COLOR, Lang::get("ASCENDING"), 80);
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Gui::DrawString(buttons[4].x + 25, buttons[4].y + 2, 0.4f, TEXT_COLOR, Lang::get("DESCENDING"), 80);
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/* Top Style. */
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Gui::DrawString(buttons[5].x + 5, buttons[5].y - 20, 0.6f, TEXT_COLOR, Lang::get("TOP_STYLE"), 90);
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DrawCheck(5, config->list());
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DrawCheck(6, !config->list());
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Gui::DrawString(buttons[5].x + 25, buttons[5].y + 2, 0.4f, TEXT_COLOR, Lang::get("LIST"), 90);
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Gui::DrawString(buttons[6].x + 25, buttons[6].y + 2, 0.4f, TEXT_COLOR, Lang::get("GRID"), 90);
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}
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/*
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Sort Handle.
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Here you can..
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- Sort your Entries to..
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- Title (Ascending / Descending).
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- Author (Ascending / Descending).
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- Last Updated Date (Ascending / Descending).
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- Change the Top Style.
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u32 hDown: The hidKeysDown() variable.
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u32 hHeld: The hidKeysHeld() variable.
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touchPosition touch: The TouchPosition variable.
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std::unique_ptr<Store> &store: Reference to the Store class.
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std::vector<std::unique_ptr<StoreEntry>> &entries: Reference to the StoreEntries.
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bool &asc: Reference to the Ascending variable.
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SortType &st: Reference to the SortType.
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*/
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void StoreUtils::SortHandle(u32 hDown, u32 hHeld, touchPosition touch, std::unique_ptr<Store> &store, std::vector<std::unique_ptr<StoreEntry>> &entries, bool &asc, SortType &st) {
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if (store && store->GetValid() && entries.size() > 0) { // Ensure, this is valid and more than 0 entries exist.
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if (hDown & KEY_TOUCH) {
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/* SortType Part. */
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if (touching(touch, buttons[0])) {
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st = SortType::TITLE;
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StoreUtils::SortEntries(asc, st, entries);
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} else if (touching(touch, buttons[1])) {
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st = SortType::AUTHOR;
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StoreUtils::SortEntries(asc, st, entries);
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} else if (touching(touch, buttons[2])) {
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st = SortType::LAST_UPDATED;
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StoreUtils::SortEntries(asc, st, entries);
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/* Ascending | Descending Part. */
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} else if (touching(touch, buttons[3])) {
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asc = true;
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StoreUtils::SortEntries(asc, st, entries);
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} else if (touching(touch, buttons[4])) {
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asc = false;
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StoreUtils::SortEntries(asc, st, entries);
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} else if (touching(touch, buttons[5])) {
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if (config->list()) return;
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config->list(true);
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store->SetEntry(0);
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store->SetScreenIndx(0);
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store->SetBox(0);
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} else if (touching(touch, buttons[6])) {
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if (!config->list()) return;
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config->list(false);
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store->SetEntry(0);
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store->SetScreenIndx(0);
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store->SetBox(0);
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}
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}
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}
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} |