ES-DE/es-app/src/CollectionSystemsManager.h

191 lines
7.6 KiB
C++

// 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 <map>
#include <string>
#include <vector>
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<std::string>& 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<std::string> 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<std::string, CollectionSystemData, stringComparator>& // Line break.
getAutoCollectionSystems() const
{
return mAutoCollectionSystemsData;
}
const std::map<std::string, CollectionSystemData, stringComparator>&
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<std::string, CollectionSystemDecl, stringComparator> mCollectionSystemDeclsIndex;
std::map<std::string, CollectionSystemData, stringComparator> mAutoCollectionSystemsData;
std::map<std::string, CollectionSystemData, stringComparator> 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<std::string, CollectionSystemData, stringComparator>* colSystemData);
// Auxiliary functions:
std::vector<std::string> getSystemsFromConfig();
std::vector<std::string> getSystemsFromTheme();
// Return which collection config files exist in the user folder.
std::vector<std::string> getCollectionsFromConfigFolder();
// Return the theme folders for automatic collections (All, Favorites and Last Played)
// or a generic custom collections folder.
std::vector<std::string> getCollectionThemeFolders(bool custom);
// Return the theme folders in use for the user-defined custom collections.
std::vector<std::string> 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