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nxdumptool/legacy_borealis/layered_error_frame.cpp
Pablo Curiel 1654862198 Integrate borealis main branch into the nxdumptool codebase.
Only builds the borealis demo atm.
2021-06-22 09:17:55 -04:00

57 lines
2.2 KiB
C++

/*
* layered_error_frame.cpp
*
* Copyright (c) 2020-2021, DarkMatterCore <pabloacurielz@gmail.com>.
*
* This file is part of nxdumptool (https://github.com/DarkMatterCore/nxdumptool).
*
* nxdumptool is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* nxdumptool is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
#include <layered_error_frame.hpp>
namespace nxdt::views
{
LayeredErrorFrame::LayeredErrorFrame(std::string msg) : brls::LayerView()
{
/* Error frame. */
this->error_frame = new ErrorFrame(msg);
this->addLayer(this->error_frame);
/* List. */
this->list = new brls::List();
this->addLayer(this->list);
}
void LayeredErrorFrame::SwitchLayerView(bool use_error_frame)
{
int index = this->getLayerIndex();
int new_index = (index ^ 1);
brls::View *cur_focus = brls::Application::getCurrentFocus();
/* Don't proceed if we're already at the desired view layer. */
if (index < 0 || index > 1 || (use_error_frame && index == 0) || (!use_error_frame && index == 1)) return;
/* Focus the sidebar if we're currently focusing an element from our List and we're about to switch to the error frame. */
if (use_error_frame && cur_focus && cur_focus->hasParent())
{
brls::View *cur_focus_parent = cur_focus->getParent();
if (cur_focus_parent && cur_focus_parent->hasParent() && cur_focus_parent->getParent() == this->list) brls::Application::onGamepadButtonPressed(GLFW_GAMEPAD_BUTTON_DPAD_LEFT, false);
}
/* Change layer view. */
this->changeLayer(new_index);
this->invalidate(true);
}
}