ES-DE/es-app/src/guis/GuiCollectionSystemsOptions.cpp

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