Minor: Additional functions (#25)

* several functions. fixes #1 and #2

* multi selection functionality
This commit is contained in:
Sebastian Dine
2026-08-03 08:35:38 +02:00
committed by GitHub
parent 2eb7c59f78
commit d3b4762b76
60 changed files with 1859 additions and 172 deletions
+1 -1
View File
@@ -141,7 +141,7 @@ Mirror `core/include/ccm/games/pokemon/PokemonCardPreviewSource.hpp`. The header
- `static std::string buildSearchUrl(std::string_view name, std::string_view setId, std::string_view setNo);`
- `static Result<std::string> parseResponse(const std::string& body);`
If your game benefits from edit-dialog metadata helpers (for example auto-detecting collector number / rarity), you can opt in to `ICardPreviewSource::detectFirstPrint(...)` and route it via `CardPreviewService::detectFirstPrint(...)`. If you need to enumerate multiple upstream printings (for example Yu-Gi-Oh! “Next” cycling between alternate `set_code` or `set_rarity` values), also override `ICardPreviewSource::detectPrintVariants(...)` and expose it through `CardPreviewService::detectPrintVariants(...)`. Games that can resolve metadata from a collector / Bandai number alone (Yu-Gi-Oh! Bandai) should also override `detectBySetNo(...)` / `detectVariantsBySetNo(...)` and wire them through `CardPreviewService`. `AutoDetectedPrint` carries `setNo` + `rarity` for every game; optional `name` / `setId` / `setName` / `language` fields stay empty when unused. Keep all of these optional per game — default behavior should remain an explicit unsupported error.
If your game benefits from edit-dialog metadata helpers (for example auto-detecting collector number / rarity), you can opt in to `ICardPreviewSource::detectFirstPrint(...)` and route it via `CardPreviewService::detectFirstPrint(...)`. If you need to enumerate multiple upstream printings (for example Yu-Gi-Oh! “Next” cycling between alternate `set_code` or `set_rarity` values), also override `ICardPreviewSource::detectPrintVariants(...)` and expose it through `CardPreviewService::detectPrintVariants(...)`. For bidirectional identify (set + name → setNo, or set + setNo → name), also override `detectBySetNo(...)` / `detectVariantsBySetNo(setId, setNo)` and wire them through `CardPreviewService`. In the edit dialog, bind Set # `wxEVT_TEXT` to `markSetNoLookupEdited()` and branch Auto detect with `shouldDetectBySetNo(...)` so the last typed field wins when both are filled (see existing Yu-Gi-Oh! / Pokémon / Digi-Battle / Bandai dialogs). `AutoDetectedPrint` carries `setNo` + `rarity` for every game; optional `name` / `setId` / `setName` / `language` fields stay empty when unused. Keep all of these optional per game — default behavior should remain an explicit unsupported error.
Both `buildSearchUrl` and `parseResponse` are static and pure on purpose: every URL-encoding and JSON-shape rule is testable without HTTP. Common edge cases your tests must cover: