Rename "vertical layout" to "portrait layout", to avoid confusion

This commit is contained in:
Henrik Rydgård committed 2025-10-23 16:11:54 +02:00
1 parent 0397fe5e91
commit acf273a55a
12 files changed
+30 -28

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+5 -5
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@@ -18,14 +18,14 @@ static const bool ClickDebug = false;
UIScreen::UIScreen()
: Screen() {
lastVertical_ = UseVerticalLayout();
lastPortrait_ = UsePortraitLayout();
}
UIScreen::~UIScreen() {
delete root_;
}
bool UIScreen::UseVerticalLayout() const {
bool UIScreen::UsePortraitLayout() const {
return g_display.dp_yres > g_display.dp_xres * 1.1f;
}
@@ -140,10 +140,10 @@ bool UIScreen::UnsyncKey(const KeyInput &key) {
}
void UIScreen::update() {
bool vertical = UseVerticalLayout();
if (vertical != lastVertical_) {
bool portrait = UsePortraitLayout();
if (portrait != lastPortrait_) {
RecreateViews();
lastVertical_ = vertical;
lastPortrait_ = portrait;
}
DoRecreateViews();
+2 -2
View File
@@ -61,7 +61,7 @@ protected:
virtual void CreateViews() = 0;
void RecreateViews() override { recreateViews_ = true; }
bool UseVerticalLayout() const;
bool UsePortraitLayout() const;
UI::ViewGroup *root_ = nullptr;
Vec3 translation_ = Vec3(0.0f);
@@ -78,7 +78,7 @@ protected:
void DoRecreateViews();
bool recreateViews_ = true;
bool lastVertical_;
bool lastPortrait_;
private:
std::mutex eventQueueLock_;
+2
View File
@@ -559,6 +559,8 @@ void AnalogSetupScreen::CreateViews() {
auto di = GetI18NCategory(I18NCat::DIALOG);
const bool portrait = UsePortraitLayout();
root_ = new LinearLayout(ORIENT_HORIZONTAL);
LinearLayout *leftColumn = root_->Add(new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(300.0f, FILL_PARENT, Margins(10, 0, 0, 10))));
+4 -4
View File
@@ -200,14 +200,14 @@ void DisplayLayoutScreen::CreateViews() {
root_ = new AnchorLayout(new LayoutParams(FILL_PARENT, FILL_PARENT));
bool vertical = bounds.h > bounds.w;
const bool portrait = UsePortraitLayout();
// Make it so that a touch can only affect one view. Makes manipulating the background through the buttons
// impossible.
root_->SetExclusiveTouch(true);
LinearLayout *leftColumn;
if (!vertical) {
if (!portrait) {
ScrollView *leftScrollView = new ScrollView(ORIENT_VERTICAL, new AnchorLayoutParams(420.0f, FILL_PARENT, 0.f, 0.f, NONE, 0.f, false));
leftColumn = new LinearLayout(ORIENT_VERTICAL);
leftColumn->padding.SetAll(8.0f);
@@ -224,7 +224,7 @@ void DisplayLayoutScreen::CreateViews() {
root_->Add(rightScrollView);
LinearLayout *bottomControls;
if (vertical) {
if (portrait) {
bottomControls = new LinearLayout(ORIENT_HORIZONTAL);
rightColumn->Add(bottomControls);
leftColumn = rightColumn;
@@ -295,7 +295,7 @@ void DisplayLayoutScreen::CreateViews() {
back->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
rightColumn->Add(back);
if (vertical) {
if (portrait) {
leftColumn->Add(new Spacer(24.0f));
}
+1 -1
View File
@@ -13,7 +13,7 @@ void IAPScreen::CreateViews() {
auto di = GetI18NCategory(I18NCat::DIALOG);
auto mm = GetI18NCategory(I18NCat::MAINMENU);
const bool vertical = UseVerticalLayout();
const bool vertical = UsePortraitLayout();
root_ = new LinearLayout(vertical ? ORIENT_VERTICAL : ORIENT_HORIZONTAL, new LayoutParams(FILL_PARENT, FILL_PARENT));
+1 -1
View File
@@ -1207,7 +1207,7 @@ void MainScreen::CreateViews() {
// Scrolling action menu to the right.
using namespace UI;
const bool vertical = UseVerticalLayout();
const bool vertical = UsePortraitLayout();
auto mm = GetI18NCategory(I18NCat::MAINMENU);
+1 -1
View File
@@ -626,7 +626,7 @@ void PromptScreen::CreateViews() {
// Scrolling action menu to the right.
using namespace UI;
const bool vertical = UseVerticalLayout();
const bool vertical = UsePortraitLayout();
root_ = new AnchorLayout();
ViewGroup *rightColumnItems;
+3 -3
View File
@@ -561,10 +561,10 @@ void OSDOverlayScreen::DrawForeground(UIContext &ui) {
void OSDOverlayScreen::update() {
// Partial version of UIScreen::update() but doesn't do event processing to avoid duplicate event processing.
bool vertical = UseVerticalLayout();
if (vertical != lastVertical_) {
bool portrait = UsePortraitLayout();
if (portrait != lastPortrait_) {
RecreateViews();
lastVertical_ = vertical;
lastPortrait_ = portrait;
}
DoRecreateViews();
+3 -3
View File
@@ -393,7 +393,7 @@ void GamePauseScreen::CreateSavestateControls(UI::LinearLayout *leftColumnItems,
void GamePauseScreen::CreateViews() {
using namespace UI;
bool vertical = UseVerticalLayout();
bool portrait = UsePortraitLayout();
Margins scrollMargins(0, 10, 0, 0);
Margins actionMenuMargins(0, 10, 15, 0);
@@ -489,7 +489,7 @@ void GamePauseScreen::CreateViews() {
leftColumnItems->Add(new Spacer(30.0f));
}
CreateSavestateControls(leftColumnItems, vertical);
CreateSavestateControls(leftColumnItems, portrait);
} else {
// Let's show the active challenges.
std::set<uint32_t> ids = Achievements::GetActiveChallengeIDs();
@@ -512,7 +512,7 @@ void GamePauseScreen::CreateViews() {
LinearLayout *middleColumn = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(64, FILL_PARENT, Margins(0, 10, 0, 15)));
root_->Add(middleColumn);
middleColumn->SetSpacing(0.0f);
ViewGroup *rightColumnHolder = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(vertical ? 200 : 300, FILL_PARENT, actionMenuMargins));
ViewGroup *rightColumnHolder = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(portrait ? 200 : 300, FILL_PARENT, actionMenuMargins));
ViewGroup *rightColumn = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(1.0f));
rightColumnHolder->Add(rightColumn);
+2 -2
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@@ -591,7 +591,7 @@ void RemoteISOBrowseScreen::CreateViews() {
auto di = GetI18NCategory(I18NCat::DIALOG);
auto ri = GetI18NCategory(I18NCat::REMOTEISO);
bool vertical = UseVerticalLayout();
bool portrait = UsePortraitLayout();
using namespace UI;
@@ -624,7 +624,7 @@ void RemoteISOBrowseScreen::CreateViews() {
rightColumnItems->Add(new Choice(di->T("Back"), "", false, new AnchorLayoutParams(150, WRAP_CONTENT, 10, NONE, NONE, 10)))->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
if (vertical) {
if (portrait) {
root_ = new LinearLayout(ORIENT_VERTICAL);
rightColumn->ReplaceLayoutParams(new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT));
leftColumn->ReplaceLayoutParams(new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT, 1.0));
+3 -3
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@@ -31,7 +31,7 @@ void TabbedUIDialogScreenWithGameBackground::AddTab(const char *tag, std::string
void TabbedUIDialogScreenWithGameBackground::CreateViews() {
PreCreateViews();
bool vertical = UseVerticalLayout() || ForceHorizontalTabs();
bool portrait = UsePortraitLayout() || ForceHorizontalTabs();
// Information in the top left.
// Back button to the bottom left.
@@ -44,7 +44,7 @@ void TabbedUIDialogScreenWithGameBackground::CreateViews() {
filterNotice_ = new TextView("(filter notice, you shouldn't see this text", new LinearLayoutParams(Margins(20, 5)));
filterNotice_->SetVisibility(V_GONE);
if (vertical) {
if (portrait) {
auto di = GetI18NCategory(I18NCat::DIALOG);
LinearLayout *verticalLayout = new LinearLayout(ORIENT_VERTICAL, new LayoutParams(FILL_PARENT, FILL_PARENT));
tabHolder_ = new TabHolder(ORIENT_HORIZONTAL, 200, TabHolderFlags::BackButton, filterNotice_, new LinearLayoutParams(1.0f));
@@ -62,7 +62,7 @@ void TabbedUIDialogScreenWithGameBackground::CreateViews() {
root_->SetDefaultFocusView(tabHolder_);
float leftSide = 40.0f;
if (!vertical) {
if (!portrait) {
leftSide += 200.0f;
}
settingInfo_ = new SettingInfoMessage(ALIGN_CENTER | FLAG_WRAP_TEXT, g_display.dp_yres - 200.0f, new AnchorLayoutParams(
+3 -3
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@@ -37,14 +37,14 @@ void TiltAnalogSettingsScreen::CreateViews() {
auto co = GetI18NCategory(I18NCat::CONTROLS);
auto di = GetI18NCategory(I18NCat::DIALOG);
bool vertical = UseVerticalLayout();
bool portrait = UsePortraitLayout();
root_ = new LinearLayout(vertical ? ORIENT_VERTICAL : ORIENT_HORIZONTAL);
root_ = new LinearLayout(portrait ? ORIENT_VERTICAL : ORIENT_HORIZONTAL);
root_->SetTag("TiltAnalogSettings");
LinearLayout *settings = new LinearLayoutList(ORIENT_VERTICAL);
if (vertical) {
if (portrait) {
// Don't need a scrollview, probably..
root_->Add(settings);
} else {