Zelda64Recomp/src/ui/elements/ui_mod_details_panel.h

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#ifndef RECOMPUI_ELEMENT_MOD_DETAILS_PANEL_H
#define RECOMPUI_ELEMENT_MOD_DETAILS_PANEL_H
#include "common.h"
#include "librecomp/mods.hpp"
#include "ui_button.h"
#include "ui_container.h"
#include "ui_image.h"
#include "ui_label.h"
#include "ui_toggle.h"
namespace recompui {
class ModDetailsPanel : public Element {
public:
ModDetailsPanel(Element *parent);
virtual ~ModDetailsPanel();
void set_mod_details(const recomp::mods::ModDetails& details);
private:
recomp::mods::ModDetails cur_details;
std::unique_ptr<recompui::Container> thumbnail_container;
std::unique_ptr<recompui::Image> thumbnail_image;
std::unique_ptr<recompui::Container> header_container;
std::unique_ptr<recompui::Container> header_details_container;
std::unique_ptr<recompui::Label> title_label;
std::unique_ptr<recompui::Label> version_label;
std::unique_ptr<recompui::Container> body_container;
std::unique_ptr<recompui::Label> description_label;
std::unique_ptr<recompui::Label> authors_label;
std::unique_ptr<recompui::Container> buttons_container;
std::unique_ptr<recompui::Toggle> enable_toggle;
std::unique_ptr<recompui::Button> configure_button;
std::unique_ptr<recompui::Button> erase_button;
};
} // namespace recompui
#endif