// SPDX-License-Identifier: MIT // // EmulationStation Desktop Edition // CollectionSystemsManager.h // // Manages collections of the following two types: // 1) Automatically populated (All games, Favorites and Recent/Last Played) // 2) Custom/user-created (could be any number of these) // // The automatic collections are basically virtual systems that have no // gamelist.xml files and that only exist in memory during the program session. // SystemData sets up the basic data structures and CollectionSystemsManager // populates and manages the collections. // // The custom collections have simple data files which are just lists of ROM files. // // In addition to this, CollectionSystemsManager also handles some logic for // normal systems such as adding and removing favorite games, including triggering // the required re-sort and refresh of the gamelists. // #ifndef ES_APP_COLLECTION_SYSTEM_MANAGER_H #define ES_APP_COLLECTION_SYSTEM_MANAGER_H #include "utils/StringUtil.h" #include #include #include class FileData; class SystemData; class Window; struct SystemEnvironmentData; enum CollectionSystemType { AUTO_ALL_GAMES, // Replace with AllowShortEnumsOnASingleLine: false (clang-format >=11.0). AUTO_LAST_PLAYED, AUTO_FAVORITES, CUSTOM_COLLECTION }; struct CollectionSystemDecl { CollectionSystemType type; std::string name; std::string fullName; std::string themeFolder; bool isCustom; }; struct CollectionSystemData { CollectionSystemData() : system{nullptr} , decl{} , isEnabled{false} , isPopulated{false} { } SystemData* system; CollectionSystemDecl decl; bool isEnabled; bool isPopulated; }; struct stringComparator { bool operator()(const std::string& a, const std::string& b) const { return Utils::String::toUpper(a) < Utils::String::toUpper(b); } }; class CollectionSystemsManager { public: static CollectionSystemsManager* getInstance(); void saveCustomCollection(SystemData* sys); // Clean up all systems, called during application shutdown. void deinit(); // Functions to load all collections into memory, and enable the active ones: // Load all collection systems. void loadCollectionSystems(); // Load settings. void loadEnabledListFromSettings(); // Update enabled system list in System View. void updateSystemsList(); // Functions to manage collection files related to a source FileData: // Update all collection files related to the source file. void refreshCollectionSystems(FileData* file, bool refreshDisabledAutoCollections = false); // Update the collections, such as when marking or unmarking a game as favorite. void updateCollectionSystem(FileData* file, CollectionSystemData sysData); // Delete all collection files from all collection systems related to the source file. void deleteCollectionFiles(FileData* file); // Return whether the current theme is compatible with Automatic or Custom Collections. const bool isThemeGenericCollectionCompatible(bool genericCustomCollections); const bool isThemeCustomCollectionCompatible(const std::vector& stringVector); std::string getValidNewCollectionName(const std::string& name, int index = 0); void setEditMode(const std::string& collectionName, bool showPopup = true); void exitEditMode(bool showPopup = true); const bool inCustomCollection(const std::string& collectionName, FileData* gameFile); // Add or remove a game from a specific collection. const bool toggleGameInCollection(FileData* file); SystemData* getSystemToView(SystemData* sys); // Used to generate a description of the collection (all other metadata fields are hidden). FileData* updateCollectionFolderMetadata(SystemData* sys); // Return the unused folders from current theme path. std::vector getUnusedSystemsFromTheme(); SystemData* addNewCustomCollection(const std::string& name); void deleteCustomCollection(const std::string& collectionName); // Reactivate a game in all custom collections where it has an entry in the configuration file. void reactivateCustomCollectionEntry(FileData* game); // Repopulate the collection, which is basically a forced update of its complete content. void repopulateCollection(SystemData* sysData); const std::map& // Line break. getAutoCollectionSystems() const { return mAutoCollectionSystemsData; } const std::map& getCustomCollectionSystems() { return mCustomCollectionSystemsData; } SystemData* getCustomCollectionsBundle() const { return mCustomCollectionsBundle; } const bool isEditing() const { return mIsEditingCustom; } const std::string& getEditingCollection() const { return mEditingCollection; } private: CollectionSystemsManager() noexcept; SystemEnvironmentData* mCollectionEnvData; std::map mCollectionSystemDeclsIndex; std::map mAutoCollectionSystemsData; std::map mCustomCollectionSystemsData; Window* mWindow; bool mIsEditingCustom; bool mHasEnabledCustomCollection; std::string mEditingCollection; CollectionSystemData* mEditingCollectionSystemData; SystemData* mCustomCollectionsBundle; // Functions to handle the initialization and loading of collection systems: // Loads Automatic Collection systems (All, Favorites, Last Played). void initAutoCollectionSystems(); void initCustomCollectionSystems(); SystemData* getAllGamesCollection(); // Create a new empty collection system based on the name and declaration. SystemData* createNewCollectionEntry(const std::string& name, CollectionSystemDecl sysDecl, bool index = true, bool custom = false); // Populate an automatic collection system. void populateAutoCollection(CollectionSystemData* sysData); // Populate a custom collection system. void populateCustomCollection(CollectionSystemData* sysData); // Functions to handle System View removal and insertion of collections: void removeCollectionsFromDisplayedSystems(); void addEnabledCollectionsToDisplayedSystems( std::map* colSystemData); // Auxiliary functions: std::vector getSystemsFromConfig(); std::vector getSystemsFromTheme(); // Return which collection config files exist in the user folder. std::vector getCollectionsFromConfigFolder(); // Return the theme folders for automatic collections (All, Favorites and Last Played) // or a generic custom collections folder. std::vector getCollectionThemeFolders(bool custom); // Return the theme folders in use for the user-defined custom collections. std::vector getUserCollectionThemeFolders(); void trimCollectionCount(FileData* rootFolder, int limit); // Return whether a specific folder exists in the theme. const bool themeFolderExists(const std::string& folder); const bool includeFileInAutoCollections(FileData* file); std::string getCustomCollectionConfigPath(const std::string& collectionName); std::string getCollectionsFolder(); }; #endif // ES_APP_COLLECTION_SYSTEM_MANAGER_H