2017-06-12 16:38:59 +00:00
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#include "guis/GuiCollectionSystemsOptions.h"
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#include "guis/GuiMsgBox.h"
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2017-07-18 09:45:50 +00:00
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#include "guis/GuiTextEditPopup.h"
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2017-06-12 16:38:59 +00:00
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#include "Settings.h"
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#include "views/ViewController.h"
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2017-07-18 09:45:50 +00:00
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#include "guis/GuiSettings.h"
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#include "Util.h"
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2017-06-12 16:38:59 +00:00
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#include "components/TextComponent.h"
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#include "components/OptionListComponent.h"
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GuiCollectionSystemsOptions::GuiCollectionSystemsOptions(Window* window) : GuiComponent(window), mMenu(window, "GAME COLLECTION SETTINGS")
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{
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initializeMenu();
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}
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void GuiCollectionSystemsOptions::initializeMenu()
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{
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addChild(&mMenu);
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2017-07-18 09:45:50 +00:00
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// get collections
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2017-06-12 16:38:59 +00:00
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addSystemsToMenu();
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2017-07-18 09:45:50 +00:00
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// add "Create New Custom Collection from Theme"
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std::vector<std::string> unusedFolders = CollectionSystemManager::get()->getUnusedSystemsFromTheme();
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if (unusedFolders.size() > 0)
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{
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addEntry("CREATE NEW CUSTOM COLLECTION FROM THEME", 0x777777FF, true,
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[this, unusedFolders] {
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auto s = new GuiSettings(mWindow, "SELECT THEME FOLDER");
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std::shared_ptr< OptionListComponent<std::string> > folderThemes = std::make_shared< OptionListComponent<std::string> >(mWindow, "SELECT THEME FOLDER", true);
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// add Custom Systems
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for(auto it = unusedFolders.begin() ; it != unusedFolders.end() ; it++ )
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{
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ComponentListRow row;
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std::string name = *it;
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std::function<void()> createCollectionCall = [name, this, s] {
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createCollection(name);
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};
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row.makeAcceptInputHandler(createCollectionCall);
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auto themeFolder = std::make_shared<TextComponent>(mWindow, strToUpper(name), Font::get(FONT_SIZE_SMALL), 0x777777FF);
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row.addElement(themeFolder, true);
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s->addRow(row);
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}
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mWindow->pushGui(s);
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});
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}
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ComponentListRow row;
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row.addElement(std::make_shared<TextComponent>(mWindow, "CREATE NEW CUSTOM COLLECTION", Font::get(FONT_SIZE_MEDIUM), 0x777777FF), true);
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auto createCustomCollection = [this](const std::string& newVal) {
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std::string name = newVal;
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// we need to store the first Gui and remove it, as it'll be deleted by the actual Gui
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Window* window = mWindow;
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GuiComponent* topGui = window->peekGui();
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window->removeGui(topGui);
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createCollection(name);
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};
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row.makeAcceptInputHandler([this, createCustomCollection] {
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mWindow->pushGui(new GuiTextEditPopup(mWindow, "New Collection Name", "", createCustomCollection, false));
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});
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mMenu.addRow(row);
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bundleCustomCollections = std::make_shared<SwitchComponent>(mWindow);
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bundleCustomCollections->setState(Settings::getInstance()->getBool("UseCustomCollectionsSystem"));
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mMenu.addWithLabel("GROUP UNTHEMED CUSTOM COLLECTIONS", bundleCustomCollections);
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sortAllSystemsSwitch = std::make_shared<SwitchComponent>(mWindow);
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sortAllSystemsSwitch->setState(Settings::getInstance()->getBool("SortAllSystems"));
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mMenu.addWithLabel("SORT CUSTOM COLLECTIONS AND SYSTEMS", sortAllSystemsSwitch);
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if(CollectionSystemManager::get()->isEditing())
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{
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row.elements.clear();
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row.addElement(std::make_shared<TextComponent>(mWindow, "FINISH EDITING '" + strToUpper(CollectionSystemManager::get()->getEditingCollection()) + "' COLLECTION", Font::get(FONT_SIZE_MEDIUM), 0x777777FF), true);
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row.makeAcceptInputHandler(std::bind(&GuiCollectionSystemsOptions::exitEditMode, this));
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mMenu.addRow(row);
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}
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2017-06-12 16:38:59 +00:00
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mMenu.addButton("BACK", "back", std::bind(&GuiCollectionSystemsOptions::applySettings, this));
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mMenu.setPosition((Renderer::getScreenWidth() - mMenu.getSize().x()) / 2, Renderer::getScreenHeight() * 0.15f);
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}
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2017-07-18 09:45:50 +00:00
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void GuiCollectionSystemsOptions::addEntry(const char* name, unsigned int color, bool add_arrow, const std::function<void()>& func)
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{
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std::shared_ptr<Font> font = Font::get(FONT_SIZE_MEDIUM);
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// populate the list
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ComponentListRow row;
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row.addElement(std::make_shared<TextComponent>(mWindow, name, font, color), true);
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if(add_arrow)
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{
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std::shared_ptr<ImageComponent> bracket = makeArrow(mWindow);
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row.addElement(bracket, false);
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}
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row.makeAcceptInputHandler(func);
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mMenu.addRow(row);
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}
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void GuiCollectionSystemsOptions::createCollection(std::string inName) {
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std::string name = CollectionSystemManager::get()->getValidNewCollectionName(inName);
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SystemData* newSys = CollectionSystemManager::get()->addNewCustomCollection(name);
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customOptionList->add(name, name, true);
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std::string outAuto = vectorToCommaString(autoOptionList->getSelectedObjects());
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std::string outCustom = vectorToCommaString(customOptionList->getSelectedObjects());
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updateSettings(outAuto, outCustom);
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ViewController::get()->goToSystemView(newSys);
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Window* window = mWindow;
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CollectionSystemManager::get()->setEditMode(name);
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while(window->peekGui() && window->peekGui() != ViewController::get())
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delete window->peekGui();
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return;
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}
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void GuiCollectionSystemsOptions::exitEditMode()
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{
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CollectionSystemManager::get()->exitEditMode();
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applySettings();
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}
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2017-06-12 16:38:59 +00:00
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GuiCollectionSystemsOptions::~GuiCollectionSystemsOptions()
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{
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2017-07-18 09:45:50 +00:00
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2017-06-12 16:38:59 +00:00
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}
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void GuiCollectionSystemsOptions::addSystemsToMenu()
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{
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2017-07-18 09:45:50 +00:00
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std::map<std::string, CollectionSystemData> autoSystems = CollectionSystemManager::get()->getAutoCollectionSystems();
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2017-06-12 16:38:59 +00:00
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autoOptionList = std::make_shared< OptionListComponent<std::string> >(mWindow, "SELECT COLLECTIONS", true);
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2017-07-18 09:45:50 +00:00
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// add Auto Systems
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for(std::map<std::string, CollectionSystemData>::iterator it = autoSystems.begin() ; it != autoSystems.end() ; it++ )
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2017-06-12 16:38:59 +00:00
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{
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autoOptionList->add(it->second.decl.longName, it->second.decl.name, it->second.isEnabled);
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}
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2017-07-18 09:45:50 +00:00
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mMenu.addWithLabel("AUTOMATIC GAME COLLECTIONS", autoOptionList);
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std::map<std::string, CollectionSystemData> customSystems = CollectionSystemManager::get()->getCustomCollectionSystems();
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customOptionList = std::make_shared< OptionListComponent<std::string> >(mWindow, "SELECT COLLECTIONS", true);
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// add Custom Systems
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for(std::map<std::string, CollectionSystemData>::iterator it = customSystems.begin() ; it != customSystems.end() ; it++ )
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{
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customOptionList->add(it->second.decl.longName, it->second.decl.name, it->second.isEnabled);
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}
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mMenu.addWithLabel("CUSTOM GAME COLLECTIONS", customOptionList);
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2017-06-12 16:38:59 +00:00
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}
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void GuiCollectionSystemsOptions::applySettings()
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{
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2017-07-18 09:45:50 +00:00
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std::string outAuto = vectorToCommaString(autoOptionList->getSelectedObjects());
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std::string prevAuto = Settings::getInstance()->getString("CollectionSystemsAuto");
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std::string outCustom = vectorToCommaString(customOptionList->getSelectedObjects());
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std::string prevCustom = Settings::getInstance()->getString("CollectionSystemsCustom");
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bool outSort = sortAllSystemsSwitch->getState();
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bool prevSort = Settings::getInstance()->getBool("SortAllSystems");
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bool outBundle = bundleCustomCollections->getState();
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bool prevBundle = Settings::getInstance()->getBool("UseCustomCollectionsSystem");
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bool needUpdateSettings = prevAuto != outAuto || prevCustom != outCustom || outSort != prevSort || outBundle != prevBundle;
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if (needUpdateSettings)
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2017-06-12 16:38:59 +00:00
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{
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2017-07-18 09:45:50 +00:00
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updateSettings(outAuto, outCustom);
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2017-06-12 16:38:59 +00:00
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}
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2017-07-18 09:45:50 +00:00
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delete this;
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2017-06-12 16:38:59 +00:00
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}
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2017-07-18 09:45:50 +00:00
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void GuiCollectionSystemsOptions::updateSettings(std::string newAutoSettings, std::string newCustomSettings)
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2017-06-12 16:38:59 +00:00
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{
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2017-07-18 09:45:50 +00:00
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Settings::getInstance()->setString("CollectionSystemsAuto", newAutoSettings);
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Settings::getInstance()->setString("CollectionSystemsCustom", newCustomSettings);
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Settings::getInstance()->setBool("SortAllSystems", sortAllSystemsSwitch->getState());
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Settings::getInstance()->setBool("UseCustomCollectionsSystem", bundleCustomCollections->getState());
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2017-06-12 16:38:59 +00:00
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Settings::getInstance()->saveFile();
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CollectionSystemManager::get()->loadEnabledListFromSettings();
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CollectionSystemManager::get()->updateSystemsList();
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ViewController::get()->goToStart();
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ViewController::get()->reloadAll();
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}
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bool GuiCollectionSystemsOptions::input(InputConfig* config, Input input)
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{
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bool consumed = GuiComponent::input(config, input);
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if(consumed)
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return true;
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if(config->isMappedTo("b", input) && input.value != 0)
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{
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applySettings();
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}
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return false;
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}
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std::vector<HelpPrompt> GuiCollectionSystemsOptions::getHelpPrompts()
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{
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std::vector<HelpPrompt> prompts = mMenu.getHelpPrompts();
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prompts.push_back(HelpPrompt("b", "back"));
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return prompts;
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}
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