JKSV/include/appstates/TitleSelectState.hpp

64 lines
2.0 KiB
C++

#pragma once
#include "StateManager.hpp"
#include "appstates/TitleSelectCommon.hpp"
#include "data/data.hpp"
#include "sdl.hpp"
#include "ui/TitleView.hpp"
/// @brief Title select state with icon tiles.
class TitleSelectState final : public TitleSelectCommon
{
public:
/// @brief Constructs new title select state.
/// @param user User the state "belongs" to.
TitleSelectState(data::User *user);
/// @brief Returns a new TitleSelect state.
static inline std::shared_ptr<TitleSelectState> create(data::User *user)
{
return std::make_shared<TitleSelectState>(user);
}
/// @brief Creates, pushes, and returns a new TitleSelectState.
static inline std::shared_ptr<TitleSelectState> create_and_push(data::User *user)
{
auto newState = TitleSelectState::create(user);
StateManager::push_state(newState);
return newState;
}
/// @brief Runs the update routine.
void update() override;
/// @brief Runs the render routine.
void render() override;
/// @brief Refreshes the view.
void refresh() override;
private:
/// @brief Pointer to the user the view belongs to.
data::User *m_user{};
/// @brief Target to render to.
sdl::SharedTexture m_renderTarget{};
/// @brief Tiled title selection view.
std::shared_ptr<ui::TitleView> m_titleView{};
/// @brief Checks if the user still has any games left to list. This is a safety measure.
bool title_count_check();
/// @brief Creates and pushes the backup menu state.
void create_backup_menu();
/// @brief Creates and pushes the title option state.
void create_title_option_menu();
/// @brief Resets and marks the state for purging.
void deactivate_state();
/// @brief Adds or removes the currently highlighted game from the favorite vector.
void add_remove_favorite();
};