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Card-Collection-Manager-3/core/include/ccm/ports/ICardPreviewSource.hpp
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2026-05-09 19:32:18 +02:00

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3.5 KiB
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#pragma once
// ICardPreviewSource - resolves the preview image URL for a single card via
// the active game's external API. Implementations stay HTTP-bound, no UI deps.
//
// Modeled after per-game `getImage` helpers in
// `src/components/{magic,pokemon}/Selected*Panel.tsx`. The resulting URL is
// then fetched as raw image bytes by `CardPreviewService` and decoded by the
// UI layer (wxImage in our wx adapter).
#include "ccm/util/Result.hpp"
#include <string>
#include <string_view>
#include <vector>
namespace ccm {
struct AutoDetectedPrint {
std::string setNo;
std::string rarity;
};
// Classified error returned by ICardPreviewSource::fetchImageUrl. The kind
// drives caching policy in CardPreviewService:
//
// NotFound -- the upstream answered cleanly that the card has no image
// (or no matching record at all). Safe to remember: the
// answer will not change until the user edits the card
// record itself, which automatically invalidates the cache
// key. Negative-cached so subsequent selections show the
// fallback card-back instantly without another HTTP call.
//
// Transient -- the upstream did not answer cleanly (HTTP / network /
// timeout failure, malformed response, parse error). The
// record may well have an image; we just couldn't see it
// this time. NOT cached, so the next selection retries.
//
// The `message` is opaque to the service and is forwarded to the UI as
// the existing free-form `Result<std::string>::error()` string.
struct PreviewLookupError {
enum class Kind { NotFound, Transient };
Kind kind{Kind::Transient};
std::string message;
};
class ICardPreviewSource {
public:
virtual ~ICardPreviewSource() = default;
// Resolve the preview image URL for a single card. `setNo` is optional
// (empty string is fine); some game APIs (e.g. Pokemon TCG) can use it as
// a more precise lookup key, others (Magic/Scryfall) ignore it.
//
// Errors carry a classification (`PreviewLookupError::Kind`) so
// CardPreviewService can decide whether to remember the miss
// (`NotFound`) or retry on the next call (`Transient`). See the doc
// comment on PreviewLookupError above for the exact contract.
virtual Result<std::string, PreviewLookupError>
fetchImageUrl(std::string_view name,
std::string_view setId,
std::string_view setNo) = 0;
// Opt-in switch for per-game print metadata detection.
[[nodiscard]] virtual bool supportsAutoDetectPrint() const noexcept { return false; }
// Optional metadata lookup used by game-specific edit dialogs. The default
// implementation returns an explicit "unsupported" error so games without
// print metadata APIs do not need to override it.
virtual Result<AutoDetectedPrint> detectFirstPrint(std::string_view /*name*/,
std::string_view /*setId*/) {
return Result<AutoDetectedPrint>::err("Auto-detect not supported by this game.");
}
// Optional listing of every distinct `(set_code, rarity)` print returned by
// the upstream for an exact card name inside the chosen display set.
virtual Result<std::vector<AutoDetectedPrint>>
detectPrintVariants(std::string_view /*name*/, std::string_view /*setId*/) {
return Result<std::vector<AutoDetectedPrint>>::err(
"Print variant listing not supported by this game.");
}
};
} // namespace ccm