Files
Card-Collection-Manager-3/ui_wx/include/ccm/ui/IGameView.hpp
T
Sebastian Dine d3b4762b76 Minor: Additional functions (#25)
* several functions. fixes #1 and #2

* multi selection functionality
2026-08-03 08:35:38 +02:00

95 lines
3.7 KiB
C++

#pragma once
// IGameView: per-game UI bundle that `MainFrame` swaps in/out when the user
// switches games. Each implementation owns its typed list panel + selected
// panel + Add/Edit/Delete dialogs and the cached set list. Common services
// (config, sets, images, card preview) come from the shared `AppContext`,
// so a new game implementation does not need its own copy of any of them.
//
// New games extend this interface — see `MagicGameView` and
// `PokemonGameView` for the canonical patterns.
#include "ccm/domain/Enums.hpp"
#include "ccm/domain/Set.hpp"
#include "ccm/ui/Theme.hpp"
#include <cstdint>
#include <optional>
#include <string>
#include <string_view>
#include <vector>
class wxBitmapButton;
class wxPanel;
class wxWindow;
namespace ccm::ui {
class IGameView {
public:
virtual ~IGameView() = default;
[[nodiscard]] virtual Game gameId() const noexcept = 0;
[[nodiscard]] virtual std::string displayName() const = 0;
// The two panels owned by this view. They are constructed lazily — the
// first call must accept `parent` so the panels become children of the
// splitter. Subsequent calls return the cached pointers.
virtual wxPanel* listPanel(wxWindow* parent) = 0;
virtual wxPanel* selectedPanel(wxWindow* parent) = 0;
// When non-null, MainFrame mounts this as the sole content under the
// toolbar instead of the shared selected|list splitter. Digimon, Yu-Gi-Oh!,
// and Pokemon use this for Single Cards / Set Completion notebooks.
// Default: no custom host.
virtual wxPanel* contentPanel(wxWindow* parent) {
(void)parent;
return nullptr;
}
// Non-constructing accessor so MainFrame can hide a previously mounted
// content panel without forcing lazy creation for inactive games.
[[nodiscard]] virtual wxPanel* contentPanelIfCreated() const noexcept {
return nullptr;
}
// Games that own their layout via contentPanel must not have their
// list/selected panels parented onto MainFrame's shared splitter.
[[nodiscard]] virtual bool hostsOwnLayout() const noexcept { return false; }
// Reload the active collection from disk and refresh the panels. When
// selectId is set, that card is selected if present (e.g. after Add);
// otherwise the previously selected card is preserved when possible.
virtual void refreshCollection(std::optional<std::uint32_t> selectId = std::nullopt) = 0;
// Toolbar actions. `parentWindow` is the dialog owner for any modal we
// open (typically the `MainFrame`).
virtual void onAddCard(wxWindow* parentWindow) = 0;
virtual void onEditCard(wxWindow* parentWindow) = 0;
virtual void onDeleteCard(wxWindow* parentWindow) = 0;
// Magic uses MainFrame's shared Edit button; hostsOwnLayout games ignore
// this and manage their own toolbar. Default no-op.
virtual void attachSharedToolbarEdit(wxBitmapButton* edit) { (void)edit; }
// Sets menu action ("Update Magic" / "Update Pokemon"). Returns the
// user-visible status string for the parent's status bar.
virtual std::string onUpdateSets(wxWindow* parentWindow) = 0;
// Forwarded by `MainFrame` whenever the filter input changes.
virtual void setFilter(std::string_view filter) = 0;
// Move the card-list selection by `delta` rows (+1 / -1). Used when Up/Down
// are pressed while the filter text box has focus.
virtual void nudgeSelection(int delta) = 0;
// Apply the active palette to all panels owned by this view.
virtual void applyTheme(const ThemePalette& palette) = 0;
// The Sets menu label suffix ("Magic" / "Pokemon"), used for the
// dynamically built "Update <name>" menu entry.
[[nodiscard]] virtual std::string updateSetsMenuLabel() const = 0;
};
} // namespace ccm::ui