// SPDX-License-Identifier: MIT // // ES-DE // GamelistBase.h // // Gamelist base class with utility functions and other low-level logic. // #ifndef ES_APP_VIEWS_GAMELIST_BASE_H #define ES_APP_VIEWS_GAMELIST_BASE_H #include "FileData.h" #include "GuiComponent.h" #include "SystemData.h" #include "ThemeData.h" #include "Window.h" #include "components/BadgeComponent.h" #include "components/DateTimeComponent.h" #include "components/GIFAnimComponent.h" #include "components/LottieAnimComponent.h" #include "components/RatingComponent.h" #include "components/ScrollableContainer.h" #include "components/TextComponent.h" #include "components/VideoFFmpegComponent.h" #include "components/primary/CarouselComponent.h" #include "components/primary/GridComponent.h" #include "components/primary/TextListComponent.h" #include class GamelistBase : public GuiComponent { public: FileData* getCursor() { return mPrimary->getSelected(); } void setCursor(FileData*); bool input(InputConfig* config, Input input) override; void enterDirectory(FileData* cursor); FileData* getNextEntry() { return mPrimary->getNext(); } FileData* getPreviousEntry() { return mPrimary->getPrevious(); } FileData* getFirstEntry() { return mPrimary->getFirst(); } FileData* getLastEntry() { return mPrimary->getLast(); } FileData* getFirstGameEntry() { return mFirstGameEntry; } void onDemandTextureLoad() { if (mPrimary != nullptr) mPrimary->onDemandTextureLoad(); } // These functions are used to retain the folder cursor history, for instance // during a view reload. The calling function stores the history temporarily. void copyCursorHistory(std::vector& cursorHistory) { cursorHistory = mCursorStackHistory; } void populateCursorHistory(std::vector& cursorHistory) { mCursorStackHistory = cursorHistory; } void addPlaceholder(FileData*); void remove(FileData* game, bool deleteFile); void removeMedia(FileData* game); const std::vector& getFirstLetterIndex() { return mFirstLetterIndex; } void stopListScrolling() override { mPrimary->stopScrolling(); } protected: GamelistBase(FileData* root); PrimaryComponent* getPrimary() { return mPrimary; } // Called when a FileData* is added, has its metadata changed, or is removed. virtual void onFileChanged(FileData* file, bool reloadGamelist) = 0; void populateList(const std::vector& files, FileData* firstEntry); void generateFirstLetterIndex(const std::vector& files); void generateGamelistInfo(FileData* cursor, FileData* firstEntry); virtual void launch(FileData* game) = 0; bool isListScrolling() override { return mPrimary->isScrolling(); } std::string getQuickSystemSelectLeftButton(); std::string getQuickSystemSelectRightButton(); FileData* mRoot; std::unique_ptr> mCarousel; std::unique_ptr> mGrid; std::unique_ptr> mTextList; PrimaryComponent* mPrimary; // Points to the first game in the list, i.e. the first entry which is of the type "GAME". FileData* mFirstGameEntry; // This game is randomly selected in the grouped custom collections view. FileData* mRandomGame; FileData* mLastUpdated; std::stack mCursorStack; std::vector mCursorStackHistory; std::vector mFirstLetterIndex; unsigned int mGameCount; unsigned int mFavoritesGameCount; unsigned int mFilteredGameCount; unsigned int mFilteredGameCountAll; bool mIsFiltered; bool mIsFolder; bool mVideoPlaying; bool mLeftRightAvailable; bool mSystemNameSuffix; private: }; #endif // ES_APP_VIEWS_GAMELIST_BASE_H