ES-DE/es-app/src/CollectionSystemManager.h

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//
// CollectionSystemManager.h
//
// Manages collections of the following two types:
// 1) Automatically populated (All games, Favorites and Recent/Last Played)
// 2) Custom/user-created (could be any number of these)
//
// The automatic collections are basically virtual systems that have no
// gamelist.xml files and that only exist in memory during the program session.
// SystemData sets up the basic data structures and CollectionSystemManager
// populates and manages the collections.
//
// The custom collections have simple data files which are just lists of ROM files.
//
// In addition to this, CollectionSystemManager also handles some logic for
// normal systems such as adding and removing favorite games, including triggering
// the required re-sort and refresh of the gamelists.
//
#pragma once
#ifndef ES_APP_COLLECTION_SYSTEM_MANAGER_H
#define ES_APP_COLLECTION_SYSTEM_MANAGER_H
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#include <map>
#include <string>
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#include <vector>
class FileData;
class SystemData;
class Window;
struct SystemEnvironmentData;
enum CollectionSystemType {
AUTO_ALL_GAMES,
AUTO_LAST_PLAYED,
AUTO_FAVORITES,
CUSTOM_COLLECTION
};
struct CollectionSystemDecl {
CollectionSystemType type;
std::string name;
std::string longName;
std::string themeFolder;
bool isCustom;
};
struct CollectionSystemData {
SystemData* system;
CollectionSystemDecl decl;
bool isEnabled;
bool isPopulated;
bool needsSave;
};
class CollectionSystemManager
{
public:
CollectionSystemManager(Window* window);
~CollectionSystemManager();
static CollectionSystemManager* get();
static void init(Window* window);
static void deinit();
void saveCustomCollection(SystemData* sys);
void loadCollectionSystems();
void loadEnabledListFromSettings();
void updateSystemsList();
void refreshCollectionSystems(FileData* file);
void updateCollectionSystem(FileData* file, CollectionSystemData sysData);
void deleteCollectionFiles(FileData* file);
inline std::map<std::string, CollectionSystemData> getAutoCollectionSystems()
{ return mAutoCollectionSystemsData; };
inline std::map<std::string, CollectionSystemData> getCustomCollectionSystems()
{ return mCustomCollectionSystemsData; };
inline SystemData* getCustomCollectionsBundle() { return mCustomCollectionsBundle; };
std::vector<std::string> getUnusedSystemsFromTheme();
SystemData* addNewCustomCollection(std::string name);
bool isThemeGenericCollectionCompatible(bool genericCustomCollections);
bool isThemeCustomCollectionCompatible(std::vector<std::string> stringVector);
std::string getValidNewCollectionName(std::string name, int index = 0);
void setEditMode(std::string collectionName);
void exitEditMode();
inline bool isEditing() { return mIsEditingCustom; };
inline std::string getEditingCollection() { return mEditingCollection; };
bool toggleGameInCollection(FileData* file);
SystemData* getSystemToView(SystemData* sys);
void updateCollectionFolderMetadata(SystemData* sys);
bool getIsCustomCollection(SystemData* system);
private:
static CollectionSystemManager* sInstance;
SystemEnvironmentData* mCollectionEnvData;
std::map<std::string, CollectionSystemDecl> mCollectionSystemDeclsIndex;
std::map<std::string, CollectionSystemData> mAutoCollectionSystemsData;
std::map<std::string, CollectionSystemData> mCustomCollectionSystemsData;
Window* mWindow;
bool mIsEditingCustom;
bool mHasEnabledCustomCollection;
std::string mEditingCollection;
CollectionSystemData* mEditingCollectionSystemData;
void initAutoCollectionSystems();
void initCustomCollectionSystems();
SystemData* getAllGamesCollection();
SystemData* createNewCollectionEntry(std::string name,
CollectionSystemDecl sysDecl, bool index = true);
void populateAutoCollection(CollectionSystemData* sysData);
void populateCustomCollection(CollectionSystemData* sysData);
void removeCollectionsFromDisplayedSystems();
void addEnabledCollectionsToDisplayedSystems(std::map<std::string,
CollectionSystemData>* colSystemData);
std::vector<std::string> getSystemsFromConfig();
std::vector<std::string> getSystemsFromTheme();
std::vector<std::string> getCollectionsFromConfigFolder();
std::vector<std::string> getCollectionThemeFolders(bool custom);
std::vector<std::string> getUserCollectionThemeFolders();
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void trimCollectionCount(FileData* rootFolder, int limit);
bool themeFolderExists(std::string folder);
bool includeFileInAutoCollections(FileData* file);
SystemData* mCustomCollectionsBundle;
};
std::string getCustomCollectionConfigPath(std::string collectionName);
std::string getCollectionsFolder();
bool systemSort(SystemData* sys1, SystemData* sys2);
#endif // ES_APP_COLLECTION_SYSTEM_MANAGER_H