mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2024-11-21 21:55:38 +00:00
Moved game counting to the sort function and improved the custom collection handling.
This commit is contained in:
parent
c5ecfb4e36
commit
1c831249da
4
NEWS.md
4
NEWS.md
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@ -23,7 +23,9 @@ Many bugs have been fixed, and numerous features that were only partially implem
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* Updated scraper to support additional media files, detailed configuration of what to scrape, semi-automatic mode etc.
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* In the metadata editor, any values updated by the single-game scraper or by the user are now highlighted using a different font color
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* Files or folders can now be flagged for exclusion when scraping with the multi-scraper, and for folders it can be set to apply recursively
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* Gamelist sorting now working as expected and is persistent throughout the application session
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* Gamelist sorting is now working as expected and is persistent throughout the application session
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* Game counting is now done during sorting instead of every time a system is selected. This should make the UI more responsive in case of large game libraries
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* Added a system view counter for favorite games in addition to the total number of games
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* Added support for jumping to the start and end of gamelists and menus using the controller trigger buttons (or equivalent keyboard mappings)
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* Full navigation sound support, configurable per theme with a fallback to the built-in sounds if the theme does not support it
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* New default theme rbsimple-DE bundled with the software, this theme is largely based on recalbox-multi by the Recalbox community
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@ -1,4 +1,6 @@
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// SPDX-License-Identifier: MIT
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//
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// EmulationStation Desktop Edition
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// CollectionSystemManager.cpp
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//
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// Manages collections of the following two types:
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@ -30,8 +32,9 @@
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#include "Settings.h"
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#include "SystemData.h"
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#include "ThemeData.h"
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#include <pugixml.hpp>
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#include <fstream>
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#include <pugixml.hpp>
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std::string myCollectionsName = "collections";
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@ -237,8 +240,7 @@ void CollectionSystemManager::updateSystemsList()
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}
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// If we were editing a custom collection, and it's no longer enabled, exit edit mode.
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if (mIsEditingCustom && !mEditingCollectionSystemData->isEnabled)
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{
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if (mIsEditingCustom && !mEditingCollectionSystemData->isEnabled) {
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exitEditMode();
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}
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}
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@ -385,15 +387,19 @@ void CollectionSystemManager::updateCollectionSystem(FileData* file, CollectionS
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if (sysData.decl.isCustom &&
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Settings::getInstance()->getBool("UseCustomCollectionsSystem")) {
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// In case of a returned null pointer, we know there is no parent.
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if (rootFolder->getParent() == nullptr)
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if (rootFolder->getParent() == nullptr) {
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ViewController::get()->onFileChanged(rootFolder, FILE_METADATA_CHANGED);
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else
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}
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else {
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rootFolder->getParent()->sort(rootFolder->getSortTypeFromString(
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rootFolder->getSortTypeString()), mFavoritesSorting);
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ViewController::get()->onFileChanged(
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rootFolder->getParent(), FILE_METADATA_CHANGED);
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}
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}
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}
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}
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}
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void CollectionSystemManager::trimCollectionCount(FileData* rootFolder, int limit)
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{
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@ -591,6 +597,9 @@ bool CollectionSystemManager::toggleGameInCollection(FileData* file)
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ViewController::get()->getGameListView(systemViewToUpdate).get()->
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remove(collectionEntry, false);
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systemViewToUpdate->getRootFolder()->sort(rootFolder->getSortTypeFromString(
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rootFolder->getSortTypeString()),
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Settings::getInstance()->getBool("FavFirstCustom"));
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}
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else {
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// We didn't find it here, so we should add it.
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@ -601,10 +610,6 @@ bool CollectionSystemManager::toggleGameInCollection(FileData* file)
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onFileChanged(newGame, FILE_METADATA_CHANGED);
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if (name == "recent")
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rootFolder->sort(rootFolder->getSortTypeFromString("last played, descending"));
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else
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rootFolder->sort(rootFolder->getSortTypeFromString(
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rootFolder->getSortTypeString()),
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Settings::getInstance()->getBool("FavFirstCustom"));
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ViewController::get()->onFileChanged(systemViewToUpdate->
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getRootFolder(), FILE_SORTED);
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@ -612,6 +617,7 @@ bool CollectionSystemManager::toggleGameInCollection(FileData* file)
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// Add to bundle index as well, if needed.
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if (systemViewToUpdate != sysData)
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systemViewToUpdate->getIndex()->addToIndex(newGame);
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refreshCollectionSystems(newGame);
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}
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updateCollectionFolderMetadata(sysData);
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}
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@ -783,15 +789,15 @@ SystemData* CollectionSystemManager::addNewCustomCollection(std::string name)
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decl.name = name;
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decl.longName = name;
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return createNewCollectionEntry(name, decl);
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return createNewCollectionEntry(name, decl, true, true);
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}
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// Create a new empty collection system based on the name and declaration.
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SystemData* CollectionSystemManager::createNewCollectionEntry(
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std::string name, CollectionSystemDecl sysDecl, bool index)
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std::string name, CollectionSystemDecl sysDecl, bool index, bool custom)
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{
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SystemData* newSys = new SystemData(
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name, sysDecl.longName, mCollectionEnvData, sysDecl.themeFolder, true);
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name, sysDecl.longName, mCollectionEnvData, sysDecl.themeFolder, true, custom);
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CollectionSystemData newCollectionData;
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newCollectionData.system = newSys;
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@ -1,4 +1,6 @@
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// SPDX-License-Identifier: MIT
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//
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// EmulationStation Desktop Edition
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// CollectionSystemManager.h
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//
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// Manages collections of the following two types:
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@ -17,7 +19,6 @@
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// the required re-sort and refresh of the gamelists.
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//
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#pragma once
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#ifndef ES_APP_COLLECTION_SYSTEM_MANAGER_H
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#define ES_APP_COLLECTION_SYSTEM_MANAGER_H
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@ -111,7 +112,7 @@ private:
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void initCustomCollectionSystems();
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SystemData* getAllGamesCollection();
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SystemData* createNewCollectionEntry(std::string name,
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CollectionSystemDecl sysDecl, bool index = true);
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CollectionSystemDecl sysDecl, bool index = true, bool custom = false);
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void populateAutoCollection(CollectionSystemData* sysData);
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void populateCustomCollection(CollectionSystemData* sysData);
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@ -126,9 +127,7 @@ private:
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std::vector<std::string> getUserCollectionThemeFolders();
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void trimCollectionCount(FileData* rootFolder, int limit);
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bool themeFolderExists(std::string folder);
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bool includeFileInAutoCollections(FileData* file);
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SystemData* mCustomCollectionsBundle;
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@ -436,7 +436,8 @@ void FileData::removeChild(FileData* file)
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assert(false);
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}
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void FileData::sort(ComparisonFunction& comparator, bool ascending)
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void FileData::sort(ComparisonFunction& comparator, bool ascending,
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std::pair<unsigned int, unsigned int>& gameCount)
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{
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mFirstLetterIndex.clear();
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mOnlyFolders = true;
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@ -507,6 +508,14 @@ void FileData::sort(ComparisonFunction& comparator, bool ascending)
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}
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for (auto it = mChildren.cbegin(); it != mChildren.cend(); it++) {
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// Game count, which will be displayed in the system view.
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if ((*it)->getType() == GAME && (*it)->getCountAsGame()) {
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if (!(*it)->getFavorite())
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gameCount.first++;
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else
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gameCount.second++;
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}
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if ((*it)->getType() != FOLDER)
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mOnlyFolders = false;
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@ -517,7 +526,7 @@ void FileData::sort(ComparisonFunction& comparator, bool ascending)
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}
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// Iterate through any child folders.
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if ((*it)->getChildren().size() > 0)
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(*it)->sort(comparator, ascending);
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(*it)->sort(comparator, ascending, gameCount);
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}
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// If there are only folders in the gamelist, then it makes sense to still
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@ -540,7 +549,8 @@ void FileData::sort(ComparisonFunction& comparator, bool ascending)
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mFirstLetterIndex.insert(mFirstLetterIndex.begin(), FOLDER_CHAR);
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}
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void FileData::sortFavoritesOnTop(ComparisonFunction& comparator, bool ascending)
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void FileData::sortFavoritesOnTop(ComparisonFunction& comparator, bool ascending,
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std::pair<unsigned int, unsigned int>& gameCount)
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{
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mFirstLetterIndex.clear();
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mOnlyFolders = true;
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@ -560,6 +570,14 @@ void FileData::sortFavoritesOnTop(ComparisonFunction& comparator, bool ascending
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continue;
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}
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// Game count, which will be displayed in the system view.
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if (mChildren[i]->getType() == GAME && mChildren[i]->getCountAsGame()) {
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if (!mChildren[i]->getFavorite())
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gameCount.first++;
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else
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gameCount.second++;
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}
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if (foldersOnTop && mChildren[i]->getType() == FOLDER) {
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if (!mChildren[i]->getFavorite())
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mChildrenFolders.push_back(mChildren[i]);
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@ -664,13 +682,13 @@ void FileData::sortFavoritesOnTop(ComparisonFunction& comparator, bool ascending
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for (auto it = mChildrenFavoritesFolders.cbegin(); it !=
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mChildrenFavoritesFolders.cend(); it++) {
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if ((*it)->getChildren().size() > 0)
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(*it)->sortFavoritesOnTop(comparator, ascending);
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(*it)->sortFavoritesOnTop(comparator, ascending, gameCount);
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}
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// Iterate through any child folders.
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for (auto it = mChildrenFolders.cbegin(); it != mChildrenFolders.cend(); it++) {
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if ((*it)->getChildren().size() > 0)
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(*it)->sortFavoritesOnTop(comparator, ascending);
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(*it)->sortFavoritesOnTop(comparator, ascending, gameCount);
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}
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if (!ascending) {
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@ -695,10 +713,12 @@ void FileData::sortFavoritesOnTop(ComparisonFunction& comparator, bool ascending
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void FileData::sort(const SortType& type, bool mFavoritesOnTop)
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{
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mGameCount = std::make_pair(0, 0);
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if (mFavoritesOnTop)
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sortFavoritesOnTop(*type.comparisonFunction, type.ascending);
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sortFavoritesOnTop(*type.comparisonFunction, type.ascending, mGameCount);
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else
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sort(*type.comparisonFunction, type.ascending);
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sort(*type.comparisonFunction, type.ascending, mGameCount);
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}
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FileData::SortType FileData::getSortTypeFromString(std::string desc) {
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const bool getFavorite();
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const bool getHidden();
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const bool getCountAsGame();
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const std::pair<unsigned int, unsigned int> getGameCount() { return mGameCount; };
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const bool getExcludeFromScraper();
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const std::vector<FileData*> getChildrenRecursive() const;
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inline FileType getType() const { return mType; }
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description(sortDescription) {}
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};
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void sort(ComparisonFunction& comparator, bool ascending = true);
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void sortFavoritesOnTop(ComparisonFunction& comparator, bool ascending = true);
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void sort(ComparisonFunction& comparator, bool ascending,
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std::pair<unsigned int, unsigned int>& gameCount);
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void sortFavoritesOnTop(ComparisonFunction& comparator, bool ascending,
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std::pair<unsigned int, unsigned int>& gameCount);
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void sort(const SortType& type, bool mFavoritesOnTop = false);
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MetaDataList metadata;
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std::vector<FileData*> mChildren;
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std::vector<FileData*> mFilteredChildren;
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std::vector<std::string> mFirstLetterIndex;
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// The pair includes non-favorite games, and favorite games.
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std::pair<unsigned int, unsigned int> mGameCount;
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bool mOnlyFolders;
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// Used for flagging a game for deletion from its gamelist.xml file.
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bool mDeletionFlag;
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@ -1,4 +1,6 @@
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// SPDX-License-Identifier: MIT
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//
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// EmulationStation Desktop Edition
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// SystemData.cpp
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//
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// Provides data structures for the game systems and populates and indexes them based
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#include "resources/ResourceManager.h"
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#include "utils/FileSystemUtil.h"
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#include "utils/StringUtil.h"
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#include "views/UIModeController.h"
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#include "CollectionSystemManager.h"
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#include "FileFilterIndex.h"
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#include "FileSorts.h"
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#include "Platform.h"
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#include "Settings.h"
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#include "ThemeData.h"
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#include "views/UIModeController.h"
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#include <pugixml.hpp>
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#include <fstream>
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#include <pugixml.hpp>
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std::vector<SystemData*> SystemData::sSystemVector;
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@ -32,12 +34,14 @@ SystemData::SystemData(
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const std::string& fullName,
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SystemEnvironmentData* envData,
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const std::string& themeFolder,
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bool CollectionSystem)
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bool CollectionSystem,
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bool CustomCollectionSystem)
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: mName(name),
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mFullName(fullName),
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mEnvData(envData),
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mThemeFolder(themeFolder),
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mIsCollectionSystem(CollectionSystem),
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mIsCustomCollectionSystem(CustomCollectionSystem),
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mIsGameSystem(true),
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mScrapeFlag(false)
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{
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@ -402,9 +406,11 @@ std::string SystemData::getConfigPath(bool forWrite)
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bool SystemData::isVisible()
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{
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return (getDisplayedGameCount() > 0 ||
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(UIModeController::getInstance()->isUIModeFull() && mIsCollectionSystem) ||
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(mIsCollectionSystem && mName == "favorites"));
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// This function doesn't make much sense at the moment; if a game system does not have any
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// games available, it will not be processed during startup and will as such not exist.
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// In the future this function may be used for an option to hide specific systems, but
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// for the time being all systems will always be visible.
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return true;
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}
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SystemData* SystemData::getNext() const
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@ -488,11 +494,6 @@ bool SystemData::hasGamelist() const
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return (Utils::FileSystem::exists(getGamelistPath(false)));
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}
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unsigned int SystemData::getGameCount() const
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{
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return (unsigned int)mRootFolder->getFilesRecursive(GAME).size();
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}
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SystemData* SystemData::getRandomSystem(const SystemData* currentSystem)
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{
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unsigned int total = 0;
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@ -612,10 +613,12 @@ FileData* SystemData::getRandomGame(const FileData* currentGame)
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return gameList.at(target);
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}
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unsigned int SystemData::getDisplayedGameCount() const
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std::pair<unsigned int, unsigned int> SystemData::getDisplayedGameCount() const
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{
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// Pass the flag to only count games that are marked with the flag 'countasgame'.
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return (unsigned int)mRootFolder->getFilesRecursive(GAME, true, false).size();
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// Return all games for the system which are marked as 'countasgame'. As this flag is set
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// by default, normally most games will be included in the number returned from here.
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// The actual game counting takes place in FileData during sorting.
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return mRootFolder->getGameCount();
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}
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void SystemData::loadTheme()
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@ -1,4 +1,6 @@
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// SPDX-License-Identifier: MIT
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//
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// EmulationStation Desktop Edition
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// SystemData.h
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//
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// Provides data structures for the game systems and populates and indexes them based
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@ -7,7 +9,6 @@
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// loading.
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//
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#pragma once
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#ifndef ES_APP_SYSTEM_DATA_H
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#define ES_APP_SYSTEM_DATA_H
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const std::string& fullName,
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SystemEnvironmentData* envData,
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const std::string& themeFolder,
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bool CollectionSystem = false);
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bool CollectionSystem = false,
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bool CustomCollectionSystem = false);
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~SystemData();
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@ -60,8 +62,7 @@ public:
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bool hasGamelist() const;
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std::string getThemePath() const;
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unsigned int getGameCount() const;
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unsigned int getDisplayedGameCount() const;
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std::pair<unsigned int, unsigned int> getDisplayedGameCount() const;
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bool getScrapeFlag() { return mScrapeFlag; };
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void setScrapeFlag(bool scrapeflag) { mScrapeFlag = scrapeflag; }
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@ -80,6 +81,7 @@ public:
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inline std::vector<SystemData*>::const_reverse_iterator getRevIterator() const
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{ return std::find(sSystemVector.crbegin(), sSystemVector.crend(), this); };
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inline bool isCollection() { return mIsCollectionSystem; };
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inline bool isCustomCollection() { return mIsCustomCollectionSystem; };
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inline bool isGameSystem() { return mIsGameSystem; };
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bool isVisible();
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@ -101,6 +103,7 @@ public:
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private:
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bool mIsCollectionSystem;
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bool mIsCustomCollectionSystem;
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bool mIsGameSystem;
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bool mScrapeFlag; // Only used by scraper GUI to remember which systems to scrape.
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std::string mName;
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@ -283,16 +283,25 @@ void SystemView::onCursorChanged(const CursorState& /*state*/)
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Math::lerp(infoStartOpacity, 0.f, t) * 255));
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}, static_cast<int>(infoStartOpacity * (goFast ? 10 : 150)));
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unsigned int gameCount = getSelected()->getDisplayedGameCount();
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std::pair<unsigned int, unsigned int> gameCount = getSelected()->getDisplayedGameCount();
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// Also change the text after we've fully faded out.
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setAnimation(infoFadeOut, 0, [this, gameCount] {
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std::stringstream ss;
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unsigned int totalGameCount = gameCount.first + gameCount.second;
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if (!getSelected()->isGameSystem())
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ss << "CONFIGURATION";
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else if (getSelected()->isCollection() && (getSelected()->getName() == "favorites"))
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ss << totalGameCount << " GAME" << (totalGameCount == 1 ? " " : "S");
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// The 'recent' gamelist has probably been trimmed after sorting, so we'll cap it at
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// its maximum limit of 50 games.
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else if (getSelected()->isCollection() && (getSelected()->getName() == "recent"))
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ss << (totalGameCount > 50 ? 50 : totalGameCount) << " GAME" <<
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(totalGameCount == 1 ? " " : "S");
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else
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ss << gameCount << " GAMES AVAILABLE";
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ss << totalGameCount << " GAME" << (totalGameCount == 1 ? " " : "S ") << "(" <<
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gameCount.second << " FAVORITE" << (gameCount.second == 1 ? ")" : "S)");
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|
||||
mSystemInfo.setText(ss.str());
|
||||
}, false, 1);
|
||||
|
|
|
@ -200,7 +200,8 @@ bool ISimpleGameListView::input(InputConfig* config, Input input)
|
|||
else
|
||||
favoritesSorting = Settings::getInstance()->getBool("FavoritesFirst");
|
||||
|
||||
if (favoritesSorting && static_cast<std::string>(getName()) != "recent") {
|
||||
if (favoritesSorting && static_cast<std::string>(
|
||||
mRoot->getSystem()->getName()) != "recent") {
|
||||
FileData* entryToSelect;
|
||||
// Add favorite flag.
|
||||
if (!getCursor()->getFavorite()) {
|
||||
|
@ -300,9 +301,11 @@ bool ISimpleGameListView::input(InputConfig* config, Input input)
|
|||
}
|
||||
else if (CollectionSystemManager::get()->toggleGameInCollection(entryToUpdate)) {
|
||||
// Jump to the first entry in the gamelist if the last favorite was unmarked.
|
||||
if (foldersOnTop && removedLastFavorite)
|
||||
if (foldersOnTop && removedLastFavorite &&
|
||||
!entryToUpdate->getSystem()->isCustomCollection())
|
||||
setCursor(getFirstGameEntry());
|
||||
else if (removedLastFavorite)
|
||||
else if (removedLastFavorite &&
|
||||
!entryToUpdate->getSystem()->isCustomCollection())
|
||||
setCursor(getFirstEntry());
|
||||
return true;
|
||||
}
|
||||
|
|
|
@ -9,9 +9,9 @@
|
|||
#ifndef ES_APP_VIEWS_GAME_LIST_ISIMPLE_GAME_LIST_VIEW_H
|
||||
#define ES_APP_VIEWS_GAME_LIST_ISIMPLE_GAME_LIST_VIEW_H
|
||||
|
||||
#include "views/gamelist/IGameListView.h"
|
||||
#include "components/ImageComponent.h"
|
||||
#include "components/TextComponent.h"
|
||||
#include "views/gamelist/IGameListView.h"
|
||||
|
||||
#include <stack>
|
||||
|
||||
|
@ -46,7 +46,6 @@ protected:
|
|||
ImageComponent mBackground;
|
||||
|
||||
std::vector<GuiComponent*> mThemeExtras;
|
||||
|
||||
std::stack<FileData*> mCursorStack;
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in a new issue