This is similar to https://gerrit.omnirom.org/#/c/14014 A lot of the features built in the older patch set have been split out into separate patches, most of which have already been merged. The remaining functionality here should all be directly related to language selection and loading. We always load English as a base before loading other languages over the top of the base. The idea is that if another language is missing a translation, then we will still display the English. Maybe still to do: read the /cache/recovery/last_locale file and load a language based on that. For me, this file contains just: en_US We probably won't bother with region specific translations so we would have to look at either trimming off the _US or using some other method like perhaps a symlink or a combination of the two. Thanks to _that for twmsg.cpp class Change-Id: I9647a22e47883a3ddd2de1da51f64aab7c328f74
239 lines
6.4 KiB
C++
239 lines
6.4 KiB
C++
/*
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Copyright 2013 bigbiff/Dees_Troy TeamWin
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This file is part of TWRP/TeamWin Recovery Project.
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TWRP 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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TWRP 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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You should have received a copy of the GNU General Public License
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along with TWRP. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <string.h>
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extern "C" {
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#include "../twcommon.h"
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#include "../minuitwrp/minui.h"
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}
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#include "rapidxml.hpp"
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#include "objects.hpp"
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#include "../data.hpp"
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#include "pages.hpp"
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extern std::vector<language_struct> Language_List;
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GUIListBox::GUIListBox(xml_node<>* node) : GUIScrollList(node)
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{
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xml_attribute<>* attr;
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xml_node<>* child;
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mIconSelected = mIconUnselected = NULL;
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mUpdate = 0;
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isCheckList = false;
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// Get the icons, if any
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child = FindNode(node, "icon");
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if (child) {
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mIconSelected = LoadAttrImage(child, "selected");
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mIconUnselected = LoadAttrImage(child, "unselected");
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}
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int iconWidth = std::max(mIconSelected->GetWidth(), mIconUnselected->GetWidth());
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int iconHeight = std::max(mIconSelected->GetHeight(), mIconUnselected->GetHeight());
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SetMaxIconSize(iconWidth, iconHeight);
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// Handle the result variable
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child = FindNode(node, "data");
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if (child) {
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attr = child->first_attribute("name");
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if (attr)
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mVariable = attr->value();
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attr = child->first_attribute("default");
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if (attr)
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DataManager::SetValue(mVariable, attr->value());
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// Get the currently selected value for the list
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DataManager::GetValue(mVariable, currentValue);
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if (mVariable == "tw_language") {
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std::vector<language_struct>::iterator iter;
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for (iter = Language_List.begin(); iter != Language_List.end(); iter++) {
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ListItem data;
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data.displayName = (*iter).displayvalue;
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data.variableValue = (*iter).filename;
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data.action = NULL;
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if (currentValue == (*iter).filename) {
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data.selected = 1;
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DataManager::SetValue("tw_language_display", (*iter).displayvalue);
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} else
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data.selected = 0;
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mListItems.push_back(data);
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}
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}
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}
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else
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allowSelection = false; // allows using listbox as a read-only list or menu
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// Get the data for the list
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child = FindNode(node, "listitem");
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if (!child) return;
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while (child) {
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ListItem item;
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attr = child->first_attribute("name");
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if (!attr)
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continue;
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item.displayName = gui_parse_text(attr->value());
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item.variableValue = gui_parse_text(child->value());
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item.selected = (child->value() == currentValue);
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item.action = NULL;
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xml_node<>* action = child->first_node("action");
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if (action) {
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item.action = new GUIAction(action);
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allowSelection = true;
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}
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xml_node<>* variable_name = child->first_node("data");
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if (variable_name) {
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attr = variable_name->first_attribute("variable");
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if (attr) {
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item.variableName = attr->value();
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item.selected = (DataManager::GetIntValue(item.variableName) != 0);
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allowSelection = true;
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isCheckList = true;
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}
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}
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LoadConditions(child, item.mConditions);
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mListItems.push_back(item);
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mVisibleItems.push_back(mListItems.size()-1);
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child = child->next_sibling("listitem");
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}
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}
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GUIListBox::~GUIListBox()
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{
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}
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int GUIListBox::Update(void)
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{
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if(!isConditionTrue())
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return 0;
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GUIScrollList::Update();
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if (mUpdate) {
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mUpdate = 0;
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if (Render() == 0)
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return 2;
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}
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return 0;
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}
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int GUIListBox::NotifyVarChange(const std::string& varName, const std::string& value)
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{
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GUIScrollList::NotifyVarChange(varName, value);
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if(!isConditionTrue())
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return 0;
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// Check to see if the variable that we are using to store the list selected value has been updated
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if (varName == mVariable) {
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currentValue = value;
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mUpdate = 1;
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}
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std::vector<size_t> mVisibleItemsOld;
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std::swap(mVisibleItemsOld, mVisibleItems);
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for (size_t i = 0; i < mListItems.size(); i++) {
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ListItem& item = mListItems[i];
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// update per-item visibility condition
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bool itemVisible = UpdateConditions(item.mConditions, varName);
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if (itemVisible)
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mVisibleItems.push_back(i);
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if (isCheckList)
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{
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if (item.variableName == varName || varName.empty()) {
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std::string val;
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DataManager::GetValue(item.variableName, val);
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item.selected = (val != "0");
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mUpdate = 1;
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}
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}
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else if (varName == mVariable) {
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if (item.variableValue == currentValue) {
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item.selected = 1;
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SetVisibleListLocation(mVisibleItems.empty() ? 0 : mVisibleItems.size()-1);
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} else {
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item.selected = 0;
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}
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}
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}
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if (mVisibleItemsOld != mVisibleItems) {
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mUpdate = 1; // some item's visibility has changed
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if (firstDisplayedItem >= (int)mVisibleItems.size()) {
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// all items in the view area were removed - make last item visible
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SetVisibleListLocation(mVisibleItems.empty() ? 0 : mVisibleItems.size()-1);
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}
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}
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return 0;
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}
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void GUIListBox::SetPageFocus(int inFocus)
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{
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GUIScrollList::SetPageFocus(inFocus);
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if (inFocus) {
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DataManager::GetValue(mVariable, currentValue);
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NotifyVarChange(mVariable, currentValue);
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}
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}
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size_t GUIListBox::GetItemCount()
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{
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return mVisibleItems.size();
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}
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void GUIListBox::RenderItem(size_t itemindex, int yPos, bool selected)
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{
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// note: the "selected" parameter above is for the currently touched item
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// don't confuse it with the more persistent "selected" flag per list item used below
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ListItem& item = mListItems[mVisibleItems[itemindex]];
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ImageResource* icon = item.selected ? mIconSelected : mIconUnselected;
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const std::string& text = item.displayName;
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RenderStdItem(yPos, selected, icon, text.c_str());
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}
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void GUIListBox::NotifySelect(size_t item_selected)
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{
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if (!isCheckList) {
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// deselect all items, even invisible ones
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for (size_t i = 0; i < mListItems.size(); i++) {
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mListItems[i].selected = 0;
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}
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}
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ListItem& item = mListItems[mVisibleItems[item_selected]];
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if (isCheckList) {
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int selected = 1 - item.selected;
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item.selected = selected;
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DataManager::SetValue(item.variableName, selected ? "1" : "0");
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} else {
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item.selected = 1;
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string str = item.variableValue; // [check] should this set currentValue instead?
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DataManager::SetValue(mVariable, str);
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}
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if (item.action)
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item.action->doActions();
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mUpdate = 1;
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}
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