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204 lines
7.8 KiB
C++
204 lines
7.8 KiB
C++
// SPDX-License-Identifier: MIT
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//
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// EmulationStation Desktop Edition
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// CollectionSystemsManager.h
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//
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// Manages collections of the following two types:
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// 1) Automatically populated (All games, Favorites and Recent/Last Played)
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// 2) Custom/user-created (could be any number of these)
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//
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// The automatic collections are basically virtual systems that have no
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// gamelist.xml files and that only exist in memory during the program session.
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// SystemData sets up the basic data structures and CollectionSystemsManager
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// populates and manages the collections.
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//
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// The custom collections have simple data files which are just lists of ROM files.
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//
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// In addition to this, CollectionSystemsManager also handles some logic for
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// normal systems such as adding and removing favorite games, including triggering
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// the required re-sort and refresh of the gamelists.
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//
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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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#define LAST_PLAYED_MAX 50
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#include "utils/StringUtil.h"
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#include "views/ViewController.h"
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#include <map>
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#include <string>
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#include <vector>
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class FileData;
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class SystemData;
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class Window;
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class GuiOrphanedDataCleanup;
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struct SystemEnvironmentData;
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enum CollectionSystemType {
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AUTO_ALL_GAMES,
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AUTO_LAST_PLAYED,
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AUTO_FAVORITES,
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CUSTOM_COLLECTION
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};
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struct CollectionSystemDecl {
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CollectionSystemType type;
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std::string name;
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std::string fullName;
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std::string themeFolder;
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bool isCustom;
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};
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struct CollectionSystemData {
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CollectionSystemData()
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: system {nullptr}
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, decl {}
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, isEnabled {false}
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, isPopulated {false}
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{
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}
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SystemData* system;
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CollectionSystemDecl decl;
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bool isEnabled;
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bool isPopulated;
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};
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struct StringComparator {
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bool operator()(const std::string& a, const std::string& b) const
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{
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return Utils::String::toUpper(a) < Utils::String::toUpper(b);
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}
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};
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class CollectionSystemsManager
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{
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public:
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static CollectionSystemsManager* getInstance();
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void saveCustomCollection(SystemData* sys);
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// Clean up all systems, called during application shutdown and ROM directory rescan.
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void deinit(const bool shutdown);
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// Functions to load all collections into memory, and enable the active ones:
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// Load all collection systems.
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void loadCollectionSystems();
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// Load settings.
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void loadEnabledListFromSettings();
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// Update enabled system list in System View.
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void updateSystemsList();
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// Functions to manage collection files related to a source FileData:
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// Update all collection files related to the source file.
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void refreshCollectionSystems(FileData* file, bool refreshDisabledAutoCollections = false);
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// Update the collections, such as when marking or unmarking a game as favorite.
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void updateCollectionSystem(FileData* file, CollectionSystemData sysData);
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// Delete all collection files from all collection systems related to the source file.
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void deleteCollectionFiles(FileData* file);
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// Return whether the current theme is compatible with Automatic or Custom Collections.
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const bool isThemeGenericCollectionCompatible(bool genericCustomCollections);
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const bool isThemeCustomCollectionCompatible(const std::vector<std::string>& stringVector);
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std::string getValidNewCollectionName(const std::string& name, int index = 0);
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void setEditMode(const std::string& collectionName, bool showPopup = true);
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void exitEditMode(bool showPopup = true);
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const bool inCustomCollection(const std::string& collectionName, FileData* gameFile);
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// Add or remove a game from a specific collection.
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const bool toggleGameInCollection(FileData* file);
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SystemData* getSystemToView(SystemData* sys);
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// Used to generate a description of the collection (all other metadata fields are hidden).
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FileData* updateCollectionFolderMetadata(SystemData* sys);
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// Return the unused folders from current theme path.
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std::vector<std::string> getUnusedSystemsFromTheme();
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SystemData* addNewCustomCollection(const std::string& name);
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void deleteCustomCollection(const std::string& collectionName);
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// Reactivate a game in all custom collections where it has an entry in the configuration file.
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void reactivateCustomCollectionEntry(FileData* game);
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// Repopulate the collection, which is basically a forced update of its complete content.
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void repopulateCollection(SystemData* sysData);
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const std::map<std::string, CollectionSystemData, StringComparator>& // Line break.
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getAutoCollectionSystems() const
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{
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return mAutoCollectionSystemsData;
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}
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const std::map<std::string, CollectionSystemData, StringComparator>&
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getCustomCollectionSystems()
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{
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return mCustomCollectionSystemsData;
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}
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SystemData* getCustomCollectionsBundle() const { return mCustomCollectionsBundle; }
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const bool isEditing() const { return mIsEditingCustom; }
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const std::string& getEditingCollection() const { return mEditingCollection; }
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static inline std::string myCollectionsName {"collections"};
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protected:
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void trimCollectionCount(FileData* rootFolder, int limit);
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friend ViewController;
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private:
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CollectionSystemsManager() noexcept;
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SystemEnvironmentData* mCollectionEnvData;
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std::map<std::string, CollectionSystemDecl, StringComparator> mCollectionSystemDeclsIndex;
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std::map<std::string, CollectionSystemData, StringComparator> mAutoCollectionSystemsData;
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std::map<std::string, CollectionSystemData, StringComparator> mCustomCollectionSystemsData;
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Window* mWindow;
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bool mIsEditingCustom;
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bool mHasEnabledCustomCollection;
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bool mApplicationStartup;
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std::string mEditingCollection;
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CollectionSystemData* mEditingCollectionSystemData;
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SystemData* mCustomCollectionsBundle;
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// Functions to handle the initialization and loading of collection systems:
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// Loads Automatic Collection systems (All, Favorites, Last Played).
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void initAutoCollectionSystems();
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void initCustomCollectionSystems();
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SystemData* getAllGamesCollection();
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// Create a new empty collection system based on the name and declaration.
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SystemData* createNewCollectionEntry(const std::string& name,
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CollectionSystemDecl sysDecl,
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bool index = true,
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bool custom = false);
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// Populate an automatic collection system.
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void populateAutoCollection(CollectionSystemData* sysData);
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// Populate a custom collection system.
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void populateCustomCollection(CollectionSystemData* sysData);
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// Functions to handle System View removal and insertion of collections:
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void removeCollectionsFromDisplayedSystems();
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void addEnabledCollectionsToDisplayedSystems(
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std::map<std::string, CollectionSystemData, StringComparator>* colSystemData);
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// Auxiliary functions:
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std::vector<std::string> getSystemsFromConfig();
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std::vector<std::string> getSystemsFromTheme();
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// Return which collection config files exist in the user folder.
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std::vector<std::string> getCollectionsFromConfigFolder();
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// Return the theme folders for automatic collections (All, Favorites and Last Played)
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// or a generic custom collections folder.
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std::vector<std::string> getCollectionThemeFolders(bool custom);
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// Return the theme folders in use for the user-defined custom collections.
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std::vector<std::string> getUserCollectionThemeFolders();
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// Return whether a specific folder exists in the theme.
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const bool themeFolderExists(const std::string& folder);
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const bool includeFileInAutoCollections(FileData* file);
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std::string getCustomCollectionConfigPath(const std::string& collectionName);
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std::string getCollectionsFolder();
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friend GuiOrphanedDataCleanup;
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};
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#endif // ES_APP_COLLECTION_SYSTEM_MANAGER_H
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