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116 lines
3.7 KiB
C++
116 lines
3.7 KiB
C++
#pragma once
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#include <vector>
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#include <string>
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#include "FileData.h"
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#include "Window.h"
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#include "MetaData.h"
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#include "PlatformId.h"
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#include "ThemeData.h"
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#include "FileFilterIndex.h"
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#include "SystemData.h"
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#include "views/ViewController.h"
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enum CollectionSystemType
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{
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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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{
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CollectionSystemType type; // type of system
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std::string name;
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std::string longName;
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std::string defaultSort;
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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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{
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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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bool needsSave;
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};
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class CollectionSystemManager
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{
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public:
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CollectionSystemManager(Window* window);
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~CollectionSystemManager();
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static CollectionSystemManager* get();
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static void init(Window* window);
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static void deinit();
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void saveCustomCollection(SystemData* sys);
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void loadCollectionSystems();
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void loadEnabledListFromSettings();
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void updateSystemsList();
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void refreshCollectionSystems(FileData* file);
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void updateCollectionSystem(FileData* file, CollectionSystemData sysData);
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void deleteCollectionFiles(FileData* file);
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inline std::map<std::string, CollectionSystemData> getAutoCollectionSystems() { return mAutoCollectionSystemsData; };
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inline std::map<std::string, CollectionSystemData> getCustomCollectionSystems() { return mCustomCollectionSystemsData; };
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inline SystemData* getCustomCollectionsBundle() { return mCustomCollectionsBundle; };
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std::vector<std::string> getUnusedSystemsFromTheme();
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SystemData* addNewCustomCollection(std::string name);
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bool isThemeGenericCollectionCompatible(bool genericCustomCollections);
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bool isThemeCustomCollectionCompatible(std::vector<std::string> stringVector);
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std::string getValidNewCollectionName(std::string name, int index = 0);
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void setEditMode(std::string collectionName);
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void exitEditMode();
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inline bool isEditing() { return mIsEditingCustom; };
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inline std::string getEditingCollection() { return mEditingCollection; };
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bool toggleGameInCollection(FileData* file);
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SystemData* getSystemToView(SystemData* sys);
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void updateCollectionFolderMetadata(SystemData* sys);
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private:
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static CollectionSystemManager* sInstance;
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SystemEnvironmentData* mCollectionEnvData;
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std::map<std::string, CollectionSystemDecl> mCollectionSystemDeclsIndex;
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std::map<std::string, CollectionSystemData> mAutoCollectionSystemsData;
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std::map<std::string, CollectionSystemData> mCustomCollectionSystemsData;
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Window* mWindow;
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bool mIsEditingCustom;
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std::string mEditingCollection;
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CollectionSystemData* mEditingCollectionSystemData;
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void initAutoCollectionSystems();
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void initCustomCollectionSystems();
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SystemData* getAllGamesCollection();
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SystemData* createNewCollectionEntry(std::string name, CollectionSystemDecl sysDecl, bool index = true);
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void populateAutoCollection(CollectionSystemData* sysData);
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void populateCustomCollection(CollectionSystemData* sysData);
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void removeCollectionsFromDisplayedSystems();
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void addEnabledCollectionsToDisplayedSystems(std::map<std::string, CollectionSystemData>* colSystemData);
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std::vector<std::string> getSystemsFromConfig();
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std::vector<std::string> getSystemsFromTheme();
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std::vector<std::string> getCollectionsFromConfigFolder();
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std::vector<std::string> getCollectionThemeFolders(bool custom);
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std::vector<std::string> getUserCollectionThemeFolders();
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bool themeFolderExists(std::string folder);
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bool includeFileInAutoCollections(FileData* file);
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SystemData* mCustomCollectionsBundle;
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};
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std::string getCustomCollectionConfigPath(std::string collectionName);
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std::string getCollectionsFolder();
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bool systemSort(SystemData* sys1, SystemData* sys2);
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