Add selector for compatibility rating.

Might just kill gameplay?
This commit is contained in:
Unknown W. Brackets 2014-09-27 14:59:37 -07:00
parent e4792116a7
commit d068622b4e
2 changed files with 53 additions and 10 deletions

View file

@ -32,11 +32,18 @@ public:
Event OnChoice;
private:
protected:
virtual void SetupChoices();
virtual int TotalChoices() {
return 3;
}
void AddChoice(int i, const std::string &title);
EventReturn OnChoiceClick(EventParams &e);
LinearLayout *group_;
private:
EventReturn OnChoiceClick(EventParams &e);
int *value_;
};
@ -50,6 +57,11 @@ RatingChoice::RatingChoice(const char *captionKey, int *value, LayoutParams *lay
Add(group_);
group_->SetSpacing(0.0f);
SetupChoices();
}
void RatingChoice::SetupChoices() {
I18NCategory *rp = GetI18NCategory("Reporting");
AddChoice(0, rp->T("Bad"));
AddChoice(1, rp->T("OK"));
AddChoice(2, rp->T("Great"));
@ -64,7 +76,8 @@ void RatingChoice::AddChoice(int i, const std::string &title) {
EventReturn RatingChoice::OnChoiceClick(EventParams &e) {
// Unstick the other choices that weren't clicked.
for (int i = 0; i < 3; i++) {
int total = TotalChoices();
for (int i = 0; i < total; i++) {
auto v = group_->GetViewByIndex(i);
if (v != e.v) {
static_cast<StickyChoice *>(v)->Release();
@ -80,12 +93,38 @@ EventReturn RatingChoice::OnChoiceClick(EventParams &e) {
return OnChoice.Dispatch(e2);
}
class CompatRatingChoice : public RatingChoice {
public:
CompatRatingChoice(const char *captionKey, int *value, LayoutParams *layoutParams = 0);
protected:
virtual void SetupChoices() override;
virtual int TotalChoices() override {
return 5;
}
};
CompatRatingChoice::CompatRatingChoice(const char *captionKey, int *value, LayoutParams *layoutParams)
: RatingChoice(captionKey, value, layoutParams) {
SetupChoices();
}
void CompatRatingChoice::SetupChoices() {
I18NCategory *rp = GetI18NCategory("Reporting");
group_->Clear();
AddChoice(1, rp->T("Perfect"));
AddChoice(2, rp->T("Plays"));
AddChoice(3, rp->T("In-game"));
AddChoice(4, rp->T("Menu/Intro"));
AddChoice(5, rp->T("Nothing"));
}
ReportScreen::ReportScreen(const std::string &gamePath)
: UIScreenWithGameBackground(gamePath), graphics_(-1), speed_(-1), gameplay_(-1) {
: UIScreenWithGameBackground(gamePath), overall_(-1), graphics_(-1), speed_(-1), gameplay_(-1) {
}
EventReturn ReportScreen::HandleChoice(EventParams &e) {
submit_->SetEnabled(graphics_ >= 0 && speed_ >= 0 && gameplay_ >= 0);
submit_->SetEnabled(overall_ >= 0 && graphics_ >= 0 && speed_ >= 0 && gameplay_ >= 0);
return EVENT_DONE;
}
@ -93,14 +132,15 @@ void ReportScreen::CreateViews() {
I18NCategory *rp = GetI18NCategory("Reporting");
I18NCategory *d = GetI18NCategory("Dialog");
Margins actionMenuMargins(0, 100, 15, 0);
ViewGroup *leftColumn = new AnchorLayout(new LinearLayoutParams(1.0f));
ViewGroup *leftColumnItems = new LinearLayout(ORIENT_VERTICAL);
ViewGroup *leftColumn = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(WRAP_CONTENT, FILL_PARENT, 0.4f));
LinearLayout *leftColumnItems = new LinearLayout(ORIENT_VERTICAL, new LayoutParams(WRAP_CONTENT, FILL_PARENT));
ViewGroup *rightColumn = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(300, FILL_PARENT, actionMenuMargins));
LinearLayout *rightColumnItems = new LinearLayout(ORIENT_VERTICAL);
leftColumnItems->Add(new InfoItem(rp->T("FeedbackDesc", "How's the emulation? Let us and the community know!"), ""));
// TODO: screenshot
leftColumnItems->Add(new CompatRatingChoice("Overall", &overall_))->OnChoice.Handle(this, &ReportScreen::HandleChoice);
leftColumnItems->Add(new RatingChoice("Graphics", &graphics_))->OnChoice.Handle(this, &ReportScreen::HandleChoice);
leftColumnItems->Add(new RatingChoice("Speed", &speed_))->OnChoice.Handle(this, &ReportScreen::HandleChoice);
leftColumnItems->Add(new RatingChoice("Gameplay", &gameplay_))->OnChoice.Handle(this, &ReportScreen::HandleChoice);
@ -111,14 +151,16 @@ void ReportScreen::CreateViews() {
submit_ = new Choice(rp->T("Submit Feedback"));
// TODO: Handle.
rightColumnItems->Add(submit_);
submit_->SetEnabled(graphics_ >= 0 && speed_ >= 0 && gameplay_ >= 0);
submit_->SetEnabled(overall_ >= 0 && graphics_ >= 0 && speed_ >= 0 && gameplay_ >= 0);
root_ = new LinearLayout(ORIENT_HORIZONTAL);
rightColumnItems->Add(new Spacer(25.0));
rightColumnItems->Add(new Choice(d->T("Back"), "", false, new AnchorLayoutParams(150, WRAP_CONTENT, 10, NONE, NONE, 10)))->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
root_ = new LinearLayout(ORIENT_HORIZONTAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT, 1.0f));
root_->Add(leftColumn);
root_->Add(rightColumn);
leftColumn->Add(leftColumnItems);
leftColumn->Add(new Choice(d->T("Back"), "", false, new AnchorLayoutParams(150, WRAP_CONTENT, 10, NONE, NONE, 10)))->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
rightColumn->Add(rightColumnItems);
}

View file

@ -31,6 +31,7 @@ protected:
virtual void CreateViews();
UI::Choice *submit_;
int overall_;
int graphics_;
int speed_;
int gameplay_;