2020-06-22 15:27:53 +00:00
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//
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// GuiCollectionSystemsOptions.h
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//
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// User interface for the game collection settings.
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// Submenu to the GuiMenu main menu.
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//
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2017-06-12 16:38:59 +00:00
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#pragma once
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2017-10-31 17:12:50 +00:00
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#ifndef ES_APP_GUIS_GUI_COLLECTION_SYSTEM_OPTIONS_H
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#define ES_APP_GUIS_GUI_COLLECTION_SYSTEM_OPTIONS_H
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2017-06-12 16:38:59 +00:00
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#include "components/MenuComponent.h"
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template<typename T>
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class OptionListComponent;
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2017-11-01 22:21:10 +00:00
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class SwitchComponent;
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class SystemData;
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2017-06-12 16:38:59 +00:00
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class GuiCollectionSystemsOptions : public GuiComponent
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{
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public:
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2020-06-22 15:27:53 +00:00
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GuiCollectionSystemsOptions(Window* window);
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~GuiCollectionSystemsOptions();
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bool input(InputConfig* config, Input input) override;
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2017-06-12 16:38:59 +00:00
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2020-06-22 15:27:53 +00:00
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virtual std::vector<HelpPrompt> getHelpPrompts() override;
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HelpStyle getHelpStyle() override;
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2017-06-12 16:38:59 +00:00
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private:
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2020-06-22 15:27:53 +00:00
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void initializeMenu();
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void applySettings();
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void addSystemsToMenu();
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void addEntry(const char* name, unsigned int color,
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bool add_arrow, const std::function<void()>& func);
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void updateSettings(std::string newAutoSettings, std::string newCustomSettings);
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void createCollection(std::string inName);
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void exitEditMode();
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std::shared_ptr< OptionListComponent<std::string> > autoOptionList;
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std::shared_ptr< OptionListComponent<std::string> > customOptionList;
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std::shared_ptr<SwitchComponent> bundleCustomCollections;
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std::shared_ptr<SwitchComponent> sortFavFirstCustomSwitch;
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std::shared_ptr<SwitchComponent> toggleSystemNameInCollections;
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MenuComponent mMenu;
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SystemData* mSystem;
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2017-06-12 16:38:59 +00:00
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};
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2017-10-31 17:12:50 +00:00
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#endif // ES_APP_GUIS_GUI_COLLECTION_SYSTEM_OPTIONS_H
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