// SPDX-License-Identifier: MIT // // EmulationStation Desktop Edition // GuiCollectionSystemsOptions.cpp // // User interface for the game collection settings. // Submenu to the GuiMenu main menu. // #include "guis/GuiCollectionSystemsOptions.h" #include "CollectionSystemsManager.h" #include "components/OptionListComponent.h" #include "components/SwitchComponent.h" #include "guis/GuiMsgBox.h" #include "guis/GuiSettings.h" #include "guis/GuiTextEditPopup.h" #include "utils/StringUtil.h" #include "views/ViewController.h" GuiCollectionSystemsOptions::GuiCollectionSystemsOptions(Window* window, std::string title) : GuiSettings(window, title) , mAddedCustomCollection(false) , mDeletedCustomCollection(false) { // Finish editing custom collection. if (CollectionSystemsManager::get()->isEditing()) { ComponentListRow row; row.addElement(std::make_shared( mWindow, "FINISH EDITING '" + Utils::String::toUpper( CollectionSystemsManager::get()->getEditingCollection()) + "' COLLECTION", Font::get(FONT_SIZE_MEDIUM), 0x777777FF), true); row.makeAcceptInputHandler([this] { CollectionSystemsManager::get()->exitEditMode(); mWindow->invalidateCachedBackground(); delete this; }); addRow(row); } // Automatic collections. collection_systems_auto = std::make_shared>( mWindow, getHelpStyle(), "SELECT COLLECTIONS", true); std::map autoSystems = CollectionSystemsManager::get()->getAutoCollectionSystems(); // Add automatic systems. for (std::map::const_iterator it = autoSystems.cbegin(); it != autoSystems.cend(); it++) collection_systems_auto->add(it->second.decl.longName, it->second.decl.name, it->second.isEnabled); addWithLabel("AUTOMATIC GAME COLLECTIONS", collection_systems_auto); addSaveFunc([this, autoSystems] { std::string autoSystemsSelected = Utils::String::vectorToDelimitedString( collection_systems_auto->getSelectedObjects(), ",", true); std::string autoSystemsConfig = Settings::getInstance()->getString("CollectionSystemsAuto"); if (autoSystemsSelected != autoSystemsConfig) { if (CollectionSystemsManager::get()->isEditing()) CollectionSystemsManager::get()->exitEditMode(); Settings::getInstance()->setString("CollectionSystemsAuto", autoSystemsSelected); // Check if any systems have been enabled, and if so repopulate them, which results in // a complete initialization of their content. This is necessary as collections aren't // updated while they are disabled. std::vector addedAutoSystems; if (autoSystemsConfig == "") { addedAutoSystems = Utils::String::delimitedStringToVector(autoSystemsSelected, ","); } else if (autoSystemsSelected != "") { std::vector selectedVector = Utils::String::delimitedStringToVector(autoSystemsSelected, ","); std::vector configuredVector = Utils::String::delimitedStringToVector(autoSystemsConfig, ","); for (std::string system : selectedVector) { if (std::find(configuredVector.begin(), configuredVector.end(), system) == configuredVector.end()) addedAutoSystems.push_back(system); } } if (!addedAutoSystems.empty()) { for (std::string system : addedAutoSystems) CollectionSystemsManager::get()->repopulateCollection( autoSystems.find(system)->second.system); } setNeedsSaving(); setNeedsReloading(); setNeedsCollectionsUpdate(); } }); // Custom collections. collection_systems_custom = std::make_shared>( mWindow, getHelpStyle(), "SELECT COLLECTIONS", true); std::map customSystems = CollectionSystemsManager::get()->getCustomCollectionSystems(); // Add custom systems. for (std::map::const_iterator it = customSystems.cbegin(); it != customSystems.cend(); it++) collection_systems_custom->add(it->second.decl.longName, it->second.decl.name, it->second.isEnabled); addWithLabel("CUSTOM GAME COLLECTIONS", collection_systems_custom); addSaveFunc([this, customSystems] { if (!mDeletedCustomCollection) { std::string customSystemsSelected = Utils::String::vectorToDelimitedString( collection_systems_custom->getSelectedObjects(), ",", true); std::string customSystemsConfig = Settings::getInstance()->getString("CollectionSystemsCustom"); if (customSystemsSelected != customSystemsConfig) { if (CollectionSystemsManager::get()->isEditing()) CollectionSystemsManager::get()->exitEditMode(); Settings::getInstance()->setString("CollectionSystemsCustom", customSystemsSelected); // Check if any systems have been enabled, and if so repopulate them, which // results in a complete initialization of their content. This is necessary as // collections aren't updated while they are disabled. std::vector addedCustomSystems; if (customSystemsConfig == "") { addedCustomSystems = Utils::String::delimitedStringToVector(customSystemsSelected, ","); } else if (customSystemsSelected != "") { std::vector selectedVector = Utils::String::delimitedStringToVector(customSystemsSelected, ","); std::vector configuredVector = Utils::String::delimitedStringToVector(customSystemsConfig, ","); for (std::string system : selectedVector) { if (std::find(configuredVector.begin(), configuredVector.end(), system) == configuredVector.end()) addedCustomSystems.push_back(system); } } if (!mAddedCustomCollection && !addedCustomSystems.empty()) { for (std::string system : addedCustomSystems) CollectionSystemsManager::get()->repopulateCollection( customSystems.find(system)->second.system); } setNeedsSaving(); setNeedsReloading(); setNeedsCollectionsUpdate(); setNeedsGoToGroupedCollections(); } } }); // Create custom collection from theme. std::vector unusedFolders = CollectionSystemsManager::get()->getUnusedSystemsFromTheme(); if (unusedFolders.size() > 0) { ComponentListRow row; auto themeCollection = std::make_shared(mWindow, "CREATE NEW CUSTOM COLLECTION FROM THEME", Font::get(FONT_SIZE_MEDIUM), 0x777777FF); auto bracketThemeCollection = std::make_shared(mWindow); bracketThemeCollection->setImage(":/graphics/arrow.svg"); bracketThemeCollection->setResize( glm::vec2(0.0f, Font::get(FONT_SIZE_MEDIUM)->getLetterHeight())); row.addElement(themeCollection, true); row.addElement(bracketThemeCollection, false); row.makeAcceptInputHandler([this, unusedFolders] { auto ss = new GuiSettings(mWindow, "SELECT THEME FOLDER"); std::shared_ptr> folderThemes = std::make_shared>(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 = [this, name] { createCustomCollection(name); }; row.makeAcceptInputHandler(createCollectionCall); auto themeFolder = std::make_shared( mWindow, Utils::String::toUpper(name), Font::get(FONT_SIZE_SMALL), 0x777777FF); row.addElement(themeFolder, true); // This transparent bracket is only added to generate the correct help prompts. auto bracket = std::make_shared(mWindow); bracket->setImage(":/graphics/arrow.svg"); bracket->setOpacity(0); row.addElement(bracket, false); ss->addRow(row); } mWindow->pushGui(ss); }); addRow(row); } // Create new custom collection. ComponentListRow row; auto newCollection = std::make_shared(mWindow, "CREATE NEW CUSTOM COLLECTION", Font::get(FONT_SIZE_MEDIUM), 0x777777FF); auto bracketNewCollection = std::make_shared(mWindow); bracketNewCollection->setImage(":/graphics/arrow.svg"); bracketNewCollection->setResize( glm::vec2(0.0f, Font::get(FONT_SIZE_MEDIUM)->getLetterHeight())); row.addElement(newCollection, true); row.addElement(bracketNewCollection, false); auto createCollectionCall = [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); createCustomCollection(name); }; row.makeAcceptInputHandler([this, createCollectionCall] { mWindow->pushGui(new GuiTextEditPopup(mWindow, getHelpStyle(), "New Collection Name", "", createCollectionCall, false, "SAVE")); }); addRow(row); // Delete custom collection. row.elements.clear(); auto deleteCollection = std::make_shared( mWindow, "DELETE CUSTOM COLLECTION", Font::get(FONT_SIZE_MEDIUM), 0x777777FF); auto bracketDeleteCollection = std::make_shared(mWindow); bracketDeleteCollection->setImage(":/graphics/arrow.svg"); bracketDeleteCollection->setResize( glm::vec2(0.0f, Font::get(FONT_SIZE_MEDIUM)->getLetterHeight())); row.addElement(deleteCollection, true); row.addElement(bracketDeleteCollection, false); row.makeAcceptInputHandler([this, customSystems] { auto ss = new GuiSettings(mWindow, "SELECT COLLECTION TO DELETE"); std::shared_ptr> customCollections = std::make_shared>(mWindow, getHelpStyle(), "", true); for (std::map::const_iterator it = customSystems.cbegin(); it != customSystems.cend(); it++) { ComponentListRow row; std::string name = (*it).first; std::function deleteCollectionCall = [this, name] { mWindow->pushGui(new GuiMsgBox( mWindow, getHelpStyle(), "THIS WILL PERMANENTLY\nDELETE THE COLLECTION\n'" + Utils::String::toUpper(name) + "'\n" "ARE YOU SURE?", "YES", [this, name] { if (CollectionSystemsManager::get()->isEditing()) CollectionSystemsManager::get()->exitEditMode(); mDeletedCustomCollection = true; std::vector selectedCustomCollections = collection_systems_custom->getSelectedObjects(); std::string collectionsConfigEntry; // Create the configuration file entry. If the collection to be // deleted was activated, then exclude it. for (auto it = selectedCustomCollections.begin(); it != selectedCustomCollections.end(); it++) { if ((*it) != name) { if ((*it) != selectedCustomCollections.front() && collectionsConfigEntry != "") collectionsConfigEntry += ","; collectionsConfigEntry += (*it); } } // If the system to be deleted was present in es_settings.xml, we // need to re-write it. if (collectionsConfigEntry != Settings::getInstance()->getString("CollectionSystemsCustom")) { Settings::getInstance()->setString("CollectionSystemsCustom", collectionsConfigEntry); setNeedsSaving(); setNeedsGoToStart(); } CollectionSystemsManager::get()->deleteCustomCollection(name); return true; }, "NO", [this] { return false; })); }; row.makeAcceptInputHandler(deleteCollectionCall); auto customCollection = std::make_shared( mWindow, Utils::String::toUpper(name), Font::get(FONT_SIZE_SMALL), 0x777777FF); row.addElement(customCollection, true); // This transparent bracket is only added generate the correct help prompts. auto bracket = std::make_shared(mWindow); bracket->setImage(":/graphics/arrow.svg"); bracket->setOpacity(0); row.addElement(bracket, false); ss->addRow(row); } mWindow->pushGui(ss); }); addRow(row); // Sort favorites on top for custom collections. auto fav_first_custom = std::make_shared(mWindow); fav_first_custom->setState(Settings::getInstance()->getBool("FavFirstCustom")); addWithLabel("SORT FAVORITES ON TOP FOR CUSTOM COLLECTIONS", fav_first_custom); addSaveFunc([this, fav_first_custom] { if (fav_first_custom->getState() != Settings::getInstance()->getBool("FavFirstCustom")) { Settings::getInstance()->setBool("FavFirstCustom", fav_first_custom->getState()); setNeedsSaving(); setNeedsReloading(); setNeedsSorting(); setNeedsSortingCollections(); setInvalidateCachedBackground(); } }); // Display star markings for custom collections. auto fav_star_custom = std::make_shared(mWindow); fav_star_custom->setState(Settings::getInstance()->getBool("FavStarCustom")); addWithLabel("DISPLAY STAR MARKINGS FOR CUSTOM COLLECTIONS", fav_star_custom); addSaveFunc([this, fav_star_custom] { if (fav_star_custom->getState() != Settings::getInstance()->getBool("FavStarCustom")) { Settings::getInstance()->setBool("FavStarCustom", fav_star_custom->getState()); setNeedsSaving(); setNeedsReloading(); setInvalidateCachedBackground(); } }); // Group unthemed custom collections. auto use_custom_collections_system = std::make_shared(mWindow); use_custom_collections_system->setState( Settings::getInstance()->getBool("UseCustomCollectionsSystem")); addWithLabel("GROUP UNTHEMED CUSTOM COLLECTIONS", use_custom_collections_system); addSaveFunc([this, use_custom_collections_system] { if (use_custom_collections_system->getState() != Settings::getInstance()->getBool("UseCustomCollectionsSystem")) { Settings::getInstance()->setBool("UseCustomCollectionsSystem", use_custom_collections_system->getState()); if (CollectionSystemsManager::get()->isEditing()) CollectionSystemsManager::get()->exitEditMode(); setNeedsSaving(); setNeedsCollectionsUpdate(); setNeedsReloading(); setNeedsGoToSystem(SystemData::sSystemVector.front()); setInvalidateCachedBackground(); } }); // Show system names in collections. auto collection_show_system_info = std::make_shared(mWindow); collection_show_system_info->setState( Settings::getInstance()->getBool("CollectionShowSystemInfo")); addWithLabel("SHOW SYSTEM NAMES IN COLLECTIONS", collection_show_system_info); addSaveFunc([this, collection_show_system_info] { if (collection_show_system_info->getState() != Settings::getInstance()->getBool("CollectionShowSystemInfo")) { Settings::getInstance()->setBool("CollectionShowSystemInfo", collection_show_system_info->getState()); setNeedsSaving(); setNeedsReloading(); setInvalidateCachedBackground(); } }); } void GuiCollectionSystemsOptions::createCustomCollection(std::string inName) { if (CollectionSystemsManager::get()->isEditing()) CollectionSystemsManager::get()->exitEditMode(); std::string collectionName = CollectionSystemsManager::get()->getValidNewCollectionName(inName); SystemData* newCollection = CollectionSystemsManager::get()->addNewCustomCollection(collectionName); CollectionSystemsManager::get()->saveCustomCollection(newCollection); collection_systems_custom->add(collectionName, collectionName, true); mAddedCustomCollection = true; setNeedsGoToStart(); if (Settings::getInstance()->getBool("UseCustomCollectionsSystem")) setNeedsGoToGroupedCollections(); else setNeedsGoToSystem(newCollection); Window* window = mWindow; while (window->peekGui() && window->peekGui() != ViewController::get()) delete window->peekGui(); CollectionSystemsManager::get()->setEditMode(collectionName); }