Since only non-default values are saved, it was quite likely settings
files were empty, especially since the clock saving was fixed. We now
remove a settings file on save if the contents are empty, so we have
to load fewer files on startup.
This avoids having to store the paths in an intermediate vector. Also
it allows us to do the writability check once per directory instead of
once per file.
Previously, it sorted before Link instances were created. Using
readLinks() ensures consistency and it might be more efficient if
a significant number of link files are rejected.
Also modernized the body of orderLinks() and removed unnecessary
special case for 1-link sections.
For zero keys, the OPK file itself would be parsed as a settings file.
For multiple keys, all first categories would be appended to the path,
leading to a much too deep directory.
Before this change, it was possible to delete for example a link that
is stored on a read-only file system and it would disappear after
deletion but reappear as soon as the menu restarts.
In Linux "/.." exists and loops back onto the root. But for the user
it is confusing to see a ".." entry listed that does nothing when
selected, so hide it.
This can happen on a directory with 0 file matches when directories are
not being shown (otherwise there is either ".." or a subdir).
Since there is nothing to be selected, the Accept button is disabled
and no cursor is shown.
Renamed fontHeight to lineHeight, since it is computed using both the
font's line spacing and the height of the folder icon. For the latter,
use the actual icon height plus two pixels spacing instead of the
hardcoded value of 20 (16 height + 4 pixels spacing).
Fixed recently introduced bug where "top" is added to the folder icon
y-coordinate twice. Also center the icon vertically when a large font
is used.
Don't crash if the folder icon is missing. This could only happen on
broken installations though. Also don't search for the icon twice:
SurfaceCollection::skinRes already calls addSkinRes internally when
there is no cached surface for the key.
Removed unused data member selRow.
Keep reference to LinkApp instead of pointer.
Call LinkApp::getSelectorBrowser once and store result.
Renamed fontheight to fontHeight.
Use iY consistently: store the item's y-coordinate in it.
This removes the need for a separate setAction method.
The default action is the empty action, which does nothing. However,
a touch event on a button with the empty action is no longer considered
handled.
Menu::btnContextMenu was changed from a unique_ptr to a plain data
member.
It was only used to fetch resY, so I replaced that by taking the
y-coordinate as an argument. That is also more consistent with the
x-coordinate which was already an argument.
The x-coordinate was changed to a signed int, since that is the norm
for paint coordinates. It can be useful for drawing widgets that are
partially off screen, for example during a (dis)appear animation.
In InputDialog, the ButtonBox field was changed from a pointer to
a plain data member. There was no need to dynamically allocate it.
Previously, IconButton instances to be added to button boxes were
allocated with new, but never freed with delete.
unique_ptr makes sure the buttons will be freed along with the button
box that owns them, or when code calls ButtonBox::clear.
The destructor of ButtonBox has been made redundant by this change, so
it's gone.
Put the drawButton calls left-to-right.
Avoid duplicate code.
The order was changed: "Select" is now always first, to be consistent
with other dialogs.
Instead of correcting the returned coordinate with "- 10" externally,
omit the white space inside the methods.
Note that Font::getTextWidth, which was used until recently, considers
an empty string to have width 1, so 3 + getTextWidth("") + 6 == 10.
There is a difference in how buttons that have neither a label nor an
icon are positioned in the new code, but that is a situation that
should not occur in practice. Plus I'd argue that the new behavior is
actually better in that case.
This was only called form ButtonBox, so I moved the code there.
I still think a paint method shouldn't be repositioning widgets, but
that's something for a later cleanup.
Use emplace_back when a new string is put into a vector.
Removed unused variables.
When searching section names, compare C++ string to C string, so we
don't need to construct a C++ string for the second string just for
the search.
When comparing full strings, operator== will do nicely.
When comparing the first char, "s[0] == c" is more efficient if we know
the string cannot be empty.
Since this surface is created by initBG instead of loaded from skin
search paths, it didn't really fit in SurfaceCollection. After removing
it, one of SurfaceCollection's methods could be removed as well.
This avoids having to do separate getTextWidth calls in several places.
More getTextWidth calls could be saved by splitting the rendering of
the font to an off-screen buffer from the final composition onto the
destination surface: the routines that draw text inside a box have to
compute the width before they can draw the box and currently the box
has to be drawn before the text.
Instead, make the caller perform the lookup. This simplifies the
interface of loadImage and it removes the dependency from
OffscreenSurface on SurfaceCollection.
In theory the timer could expire between the button press that starts
the application launch and the moment the PowerSaver destructor runs.
And I think this does in fact happen occasionally thanks to the CPU
hogging SD controller driver on the GCW Zero, leading to an application
launching with a blanked screen.
The instance-on-demand didn't really work, since we needed explicit
control over this object's destruction to ensure the timer is stopped
when launching an application. And trying to combine getInstance() with
explicit external delete was just ugly.
Use nullptr instead of NULL, evaluate pointer as bool where possible.
Declare the timer callback as a friend function so the methods it uses
can stay private.
Initialize screenState to false; was uninitialized which means that
an initially blanked screen might not be unblanked.
Force screen enable in constructor instead of when timeout is set.
Add removeScreenTimer method.
Include C++-ified versions of the C headers.