usbloadergx/source/prompts/CategorySelectPrompt.cpp

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/****************************************************************************
* Copyright (C) 2011
* by Dimok
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any
* damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any
* purpose, including commercial applications, and to alter it and
* redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you
* must not claim that you wrote the original software. If you use
* this software in a product, an acknowledgment in the product
* documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and
* must not be misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
***************************************************************************/
#include "CategorySelectPrompt.hpp"
#include "settings/CGameCategories.hpp"
#include "settings/CSettings.h"
#include "language/gettext.h"
#include "utils/StringTools.h"
CategorySelectPrompt::CategorySelectPrompt(struct discHdr * header)
: CategoryPrompt(fmt("%s - %s", (char *) header->id, tr("Categories"))),
gameHeader(header)
{
categoryChanged.connect(this, &CategorySelectPrompt::OnCategoryChange);
nextCategory.connect(this, &CategorySelectPrompt::OnNextCategory);
previousCategory.connect(this, &CategorySelectPrompt::OnPreviousCategory);
checkBoxClicked.connect(this, &CategorySelectPrompt::OnCheckboxClicked);
}
CategorySelectPrompt::~CategorySelectPrompt()
{
int pos = GameCategories.CategoryList.pos()-1;
GameCategories.Save();
GameCategories.CategoryList.goToFirst();
for(int i = 0; i < pos; ++i)
GameCategories.CategoryList.goToNext();
}
void CategorySelectPrompt::OnNextCategory()
{
GameCategories.CategoryList.goToNextCicle();
}
void CategorySelectPrompt::OnPreviousCategory()
{
GameCategories.CategoryList.goToPreviousCicle();
}
void CategorySelectPrompt::OnCategoryChange(GuiText *catTxt, GuiText *positionTxt, GuiCheckbox *checkBox)
{
catTxt->SetText(tr(GameCategories.CategoryList.getCurrentName().c_str()));
positionTxt->SetTextf("%i / %i", GameCategories.CategoryList.pos()+1, GameCategories.CategoryList.size());
checkBox->SetChecked(false);
const vector<unsigned int> gameCat = GameCategories[gameHeader->id];
for(u32 i = 0; i < gameCat.size(); ++i)
{
if(gameCat[i] == GameCategories.CategoryList.getCurrentID())
{
checkBox->SetChecked(true);
break;
}
}
}
void CategorySelectPrompt::OnCheckboxClicked(GuiCheckbox *checkBox)
{
if(GameCategories.CategoryList.getCurrentID() == 0)
{
checkBox->SetChecked(true);
return;
}
const vector<unsigned int> gameCat = GameCategories[gameHeader->id];
u32 i;
for(i = 0; i < gameCat.size(); ++i)
{
if(gameCat[i] == GameCategories.CategoryList.getCurrentID())
{
if(!checkBox->IsChecked())
GameCategories.RemoveCategory((const char *) gameHeader->id, gameCat[i]);
break;
}
}
if(i == gameCat.size() && checkBox->IsChecked())
{
GameCategories.SetCategory(gameHeader->id, GameCategories.CategoryList.getCurrentID());
}
}