// // GuiCollectionSystemsOptions.cpp // // User interface for the game collection settings. // Submenu to the GuiMenu main menu. // #include "guis/GuiCollectionSystemsOptions.h" #include "components/OptionListComponent.h" #include "components/SwitchComponent.h" #include "guis/GuiSettings.h" #include "guis/GuiTextEditPopup.h" #include "utils/StringUtil.h" #include "views/ViewController.h" #include "CollectionSystemManager.h" #include "SystemData.h" #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 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> folderThemes = std::make_shared< OptionListComponent> (mWindow, getHelpStyle(), "SELECT THEME FOLDER", true); // Add custom systems. for(auto it = unusedFolders.cbegin() ; it != unusedFolders.cend() ; it++ ) { ComponentListRow row; std::string name = *it; std::function createCollectionCall = [name, this, s] { createCollection(name); }; row.makeAcceptInputHandler(createCollectionCall); auto themeFolder = std::make_shared(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(mWindow, "CREATE NEW CUSTOM COLLECTION", Font::get(FONT_SIZE_MEDIUM), 0x777777FF), true); auto bracket = std::make_shared(mWindow); bracket->setImage(":/graphics/arrow.svg"); bracket->setResize(Vector2f(0, Font::get(FONT_SIZE_MEDIUM)->getLetterHeight())); row.addElement(bracket, false); 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, "SAVE")); }); mMenu.addRow(row); sortFavFirstCustomSwitch = std::make_shared(mWindow); sortFavFirstCustomSwitch->setState(Settings::getInstance()->getBool("FavFirstCustom")); mMenu.addWithLabel("SORT FAVORITES ON TOP FOR CUSTOM COLLECTIONS", sortFavFirstCustomSwitch); bundleCustomCollections = std::make_shared(mWindow); bundleCustomCollections->setState(Settings::getInstance()-> getBool("UseCustomCollectionsSystem")); mMenu.addWithLabel("GROUP UNTHEMED CUSTOM COLLECTIONS", bundleCustomCollections); toggleSystemNameInCollections = std::make_shared(mWindow); toggleSystemNameInCollections->setState(Settings::getInstance()-> getBool("CollectionShowSystemInfo")); mMenu.addWithLabel("SHOW SYSTEM NAMES IN COLLECTIONS", toggleSystemNameInCollections); if(CollectionSystemManager::get()->isEditing()) { row.elements.clear(); row.addElement(std::make_shared(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& func) { std::shared_ptr font = Font::get(FONT_SIZE_MEDIUM); // Populate the list. ComponentListRow row; row.addElement(std::make_shared(mWindow, name, font, color), true); if(add_arrow) { std::shared_ptr 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 autoSystems = CollectionSystemManager::get()->getAutoCollectionSystems(); autoOptionList = std::make_shared> (mWindow, getHelpStyle(), "SELECT COLLECTIONS", true); // Add automatic systems. for(std::map::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 customSystems = CollectionSystemManager::get()->getCustomCollectionSystems(); customOptionList = std::make_shared> (mWindow, getHelpStyle(), "SELECT COLLECTIONS", true); // Add custom systems. for(std::map::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 GuiCollectionSystemsOptions::getHelpPrompts() { std::vector prompts = mMenu.getHelpPrompts(); prompts.push_back(HelpPrompt("a", "select")); prompts.push_back(HelpPrompt("b", "back")); return prompts; } HelpStyle GuiCollectionSystemsOptions::getHelpStyle() { HelpStyle style = HelpStyle(); style.applyTheme(ViewController::get()->getState().getSystem()->getTheme(), "system"); return style; }