ES-DE/es-app/src/FileData.cpp

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// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// FileData.cpp
//
// Provides game file data structures and functions to access and sort this information.
// Also provides functions to look up paths to media files and for launching games
// (launching initiated in ViewController).
//
#include "FileData.h"
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#include "CollectionSystemsManager.h"
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#include "FileFilterIndex.h"
#include "FileSorts.h"
#include "Log.h"
#include "MameNames.h"
#include "Platform.h"
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#include "Scripting.h"
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#include "SystemData.h"
#include "Window.h"
#include "utils/FileSystemUtil.h"
#include "utils/StringUtil.h"
#include "utils/TimeUtil.h"
#include "views/UIModeController.h"
#include "views/ViewController.h"
#include <assert.h>
FileData::FileData(FileType type,
const std::string& path,
SystemEnvironmentData* envData,
SystemData* system)
: metadata(type == GAME ? GAME_METADATA : FOLDER_METADATA)
, mSourceFileData(nullptr)
, mParent(nullptr)
, mType(type)
, mPath(path)
, mEnvData(envData)
, mSystem(system)
, mOnlyFolders(false)
, mDeletionFlag(false)
{
// Metadata needs at least a name field (since that's what getName() will return).
if (metadata.get("name").empty()) {
if ((system->hasPlatformId(PlatformIds::ARCADE) ||
system->hasPlatformId(PlatformIds::SNK_NEO_GEO)) &&
metadata.getType() != FOLDER_METADATA) {
// If it's a MAME or Neo Geo game, expand the game name accordingly.
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metadata.set("name", MameNames::getInstance().getCleanName(getCleanName()));
}
else {
if (metadata.getType() == FOLDER_METADATA && Utils::FileSystem::isHidden(mPath)) {
metadata.set("name", Utils::FileSystem::getFileName(mPath));
}
else {
metadata.set("name", getDisplayName());
}
}
}
mSystemName = system->getName();
metadata.resetChangedFlag();
}
FileData::~FileData()
{
while (mChildren.size() > 0)
delete (mChildren.front());
if (mParent)
mParent->removeChild(this);
}
std::string FileData::getDisplayName() const
{
std::string stem = Utils::FileSystem::getStem(mPath);
return stem;
}
std::string FileData::getCleanName() const
{
return Utils::String::removeParenthesis(this->getDisplayName());
}
const std::string& FileData::getName()
{
// Return metadata name.
return metadata.get("name");
}
const std::string& FileData::getSortName()
{
if (metadata.get("sortname").empty())
return metadata.get("name");
else
return metadata.get("sortname");
}
const bool FileData::getFavorite()
{
if (metadata.get("favorite") == "true")
return true;
else
return false;
}
const bool FileData::getKidgame()
{
if (metadata.get("kidgame") == "true")
return true;
else
return false;
}
const bool FileData::getHidden()
{
if (metadata.get("hidden") == "true")
return true;
else
return false;
}
const bool FileData::getCountAsGame()
{
if (metadata.get("nogamecount") == "true")
return false;
else
return true;
}
const bool FileData::getExcludeFromScraper()
{
if (metadata.get("nomultiscrape") == "true")
return true;
else
return false;
}
const std::vector<FileData*> FileData::getChildrenRecursive() const
{
std::vector<FileData*> childrenRecursive;
for (auto it = mChildrenByFilename.cbegin(); it != mChildrenByFilename.cend(); ++it) {
childrenRecursive.emplace_back((*it).second);
// Recurse through any subdirectories.
if ((*it).second->getType() == FOLDER) {
std::vector<FileData*> childrenSubdirectory = (*it).second->getChildrenRecursive();
childrenRecursive.insert(childrenRecursive.end(), childrenSubdirectory.begin(),
childrenSubdirectory.end());
}
}
return childrenRecursive;
}
const std::string FileData::getROMDirectory()
{
std::string romDirSetting = Settings::getInstance()->getString("ROMDirectory");
std::string romDirPath = "";
if (romDirSetting == "") {
romDirPath = Utils::FileSystem::getHomePath() + "/ROMs/";
}
else {
romDirPath = romDirSetting;
// Expand home path if ~ is used.
romDirPath = Utils::FileSystem::expandHomePath(romDirPath);
#if defined(_WIN64)
if (romDirPath.back() != '\\')
romDirPath = romDirPath + "\\";
#else
if (romDirPath.back() != '/')
romDirPath = romDirPath + "/";
#endif
}
// If %ESPATH% is used for the ROM path configuration, then expand it to the binary
// directory of ES-DE.
romDirPath = Utils::String::replace(romDirPath, "%ESPATH%", Utils::FileSystem::getExePath());
return romDirPath;
}
const std::string FileData::getMediaDirectory()
{
std::string mediaDirSetting = Settings::getInstance()->getString("MediaDirectory");
std::string mediaDirPath = "";
if (mediaDirSetting == "") {
mediaDirPath = Utils::FileSystem::getHomePath() + "/.emulationstation/downloaded_media/";
}
else {
mediaDirPath = mediaDirSetting;
// Expand home path if ~ is used.
mediaDirPath = Utils::FileSystem::expandHomePath(mediaDirPath);
// If %ESPATH% is used for the media directory configuration, then expand it to the
// binary directory of ES-DE.
mediaDirPath =
Utils::String::replace(mediaDirPath, "%ESPATH%", Utils::FileSystem::getExePath());
if (mediaDirPath.back() != '/')
mediaDirPath = mediaDirPath + "/";
}
return mediaDirPath;
}
const std::string FileData::getMediafilePath(const std::string& subdirectory) const
{
const std::vector<std::string> extList = {".png", ".jpg"};
std::string subFolders;
// Extract possible subfolders from the path.
if (mEnvData->mStartPath != "")
subFolders =
Utils::String::replace(Utils::FileSystem::getParent(mPath), mEnvData->mStartPath, "");
const std::string tempPath = getMediaDirectory() + mSystemName + "/" + subdirectory +
subFolders + "/" + getDisplayName();
// Look for an image file in the media directory.
for (size_t i = 0; i < extList.size(); ++i) {
std::string mediaPath = tempPath + extList[i];
if (Utils::FileSystem::exists(mediaPath))
return mediaPath;
}
return "";
}
const std::string FileData::getImagePath() const
{
// Look for a mix image (a combination of screenshot, 2D/3D box and marquee).
std::string image = getMediafilePath("miximages");
if (image != "")
return image;
// If no mix image was found, try screenshot instead.
image = getMediafilePath("screenshots");
if (image != "")
return image;
// If no screenshot image was found, try title screen instead.
image = getMediafilePath("titlescreens");
if (image != "")
return image;
// If no screenshot was found either, try cover.
return getMediafilePath("covers");
}
const std::string FileData::get3DBoxPath() const
{
// Return path to the 3D box image.
return getMediafilePath("3dboxes");
}
const std::string FileData::getBackCoverPath() const
{
// Return path to the box back cover image.
return getMediafilePath("backcovers");
}
const std::string FileData::getCoverPath() const
{
// Return path to the box cover image.
return getMediafilePath("covers");
}
const std::string FileData::getMarqueePath() const
{
// Return path to the marquee image.
return getMediafilePath("marquees");
}
const std::string FileData::getPhysicalMediaPath() const
{
// Return path to the physical media image.
return getMediafilePath("physicalmedia");
}
const std::string FileData::getMiximagePath() const
{
// Return path to the miximage.
return getMediafilePath("miximages");
}
const std::string FileData::getScreenshotPath() const
{
// Return path to the screenshot image.
return getMediafilePath("screenshots");
}
const std::string FileData::getTitleScreenPath() const
{
// Return path to the title screen image.
return getMediafilePath("titlescreens");
}
const std::string FileData::getThumbnailPath() const
{
// Return path to the thumbnail image.
return getMediafilePath("thumbnails");
}
const std::string FileData::getVideoPath() const
{
const std::vector<std::string> extList = {".avi", ".mkv", ".mov", ".mp4", ".wmv"};
std::string subFolders;
// Extract possible subfolders from the path.
if (mEnvData->mStartPath != "")
subFolders =
Utils::String::replace(Utils::FileSystem::getParent(mPath), mEnvData->mStartPath, "");
const std::string tempPath =
getMediaDirectory() + mSystemName + "/videos" + subFolders + "/" + getDisplayName();
// Look for media in the media directory.
for (size_t i = 0; i < extList.size(); ++i) {
std::string mediaPath = tempPath + extList[i];
if (Utils::FileSystem::exists(mediaPath))
return mediaPath;
}
return "";
}
const std::vector<FileData*>& FileData::getChildrenListToDisplay()
{
FileFilterIndex* idx = mSystem->getIndex();
if (idx->isFiltered() || UIModeController::getInstance()->isUIModeKid()) {
mFilteredChildren.clear();
for (auto it = mChildren.cbegin(); it != mChildren.cend(); ++it) {
if (idx->showFile((*it))) {
mFilteredChildren.emplace_back(*it);
}
}
return mFilteredChildren;
}
else {
return mChildren;
}
}
std::vector<FileData*> FileData::getFilesRecursive(unsigned int typeMask,
bool displayedOnly,
bool countAllGames) const
{
std::vector<FileData*> out;
FileFilterIndex* idx = mSystem->getIndex();
for (auto it = mChildren.cbegin(); it != mChildren.cend(); ++it) {
if ((*it)->getType() & typeMask) {
if (!displayedOnly || !idx->isFiltered() || idx->showFile(*it)) {
if (countAllGames)
out.emplace_back(*it);
else if ((*it)->getCountAsGame())
out.emplace_back(*it);
}
}
if ((*it)->getChildren().size() > 0) {
std::vector<FileData*> subChildren = (*it)->getFilesRecursive(typeMask, displayedOnly);
if (countAllGames) {
out.insert(out.cend(), subChildren.cbegin(), subChildren.cend());
}
else {
for (auto it2 = subChildren.cbegin(); it2 != subChildren.cend(); ++it2) {
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if ((*it2)->getCountAsGame())
out.emplace_back(*it2);
}
}
}
}
return out;
}
std::vector<FileData*> FileData::getScrapeFilesRecursive(bool includeFolders,
bool excludeRecursively,
bool respectExclusions) const
{
std::vector<FileData*> out;
for (auto it = mChildren.cbegin(); it != mChildren.cend(); ++it) {
if (includeFolders && (*it)->getType() == FOLDER) {
if (!(respectExclusions && (*it)->getExcludeFromScraper()))
out.emplace_back(*it);
}
else if ((*it)->getType() == GAME) {
if (!(respectExclusions && (*it)->getExcludeFromScraper()))
out.emplace_back(*it);
}
// If the flag has been passed to exclude directories recursively, then skip the entire
// folder at this point if the folder is marked for scrape exclusion.
if (excludeRecursively && (*it)->getType() == FOLDER && (*it)->getExcludeFromScraper())
continue;
if ((*it)->getChildren().size() > 0) {
std::vector<FileData*> subChildren = (*it)->getScrapeFilesRecursive(
includeFolders, excludeRecursively, respectExclusions);
out.insert(out.cend(), subChildren.cbegin(), subChildren.cend());
}
}
return out;
}
const bool FileData::isArcadeAsset() const
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{
const std::string stem = Utils::FileSystem::getStem(mPath);
return ((mSystem && (mSystem->hasPlatformId(PlatformIds::ARCADE) ||
mSystem->hasPlatformId(PlatformIds::SNK_NEO_GEO))) &&
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(MameNames::getInstance().isBios(stem) || MameNames::getInstance().isDevice(stem)));
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}
const bool FileData::isArcadeGame() const
{
const std::string stem = Utils::FileSystem::getStem(mPath);
return ((mSystem && (mSystem->hasPlatformId(PlatformIds::ARCADE) ||
mSystem->hasPlatformId(PlatformIds::SNK_NEO_GEO))) &&
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(!MameNames::getInstance().isBios(stem) && !MameNames::getInstance().isDevice(stem)));
}
void FileData::addChild(FileData* file)
{
assert(mType == FOLDER);
assert(file->getParent() == nullptr);
const std::string key = file->getKey();
if (mChildrenByFilename.find(key) == mChildrenByFilename.cend()) {
mChildrenByFilename[key] = file;
mChildren.emplace_back(file);
file->mParent = this;
}
}
void FileData::removeChild(FileData* file)
{
assert(mType == FOLDER);
assert(file->getParent() == this);
mChildrenByFilename.erase(file->getKey());
for (auto it = mChildren.cbegin(); it != mChildren.cend(); ++it) {
if (*it == file) {
file->mParent = nullptr;
mChildren.erase(it);
return;
}
}
// File somehow wasn't in our children.
assert(false);
}
void FileData::sort(ComparisonFunction& comparator,
std::pair<unsigned int, unsigned int>& gameCount)
{
mOnlyFolders = true;
mHasFolders = false;
bool foldersOnTop = Settings::getInstance()->getBool("FoldersOnTop");
bool showHiddenGames = Settings::getInstance()->getBool("ShowHiddenGames");
bool isKidMode = UIModeController::getInstance()->isUIModeKid();
std::vector<FileData*> mChildrenFolders;
std::vector<FileData*> mChildrenOthers;
if (mSystem->isGroupedCustomCollection())
gameCount = {};
if (!showHiddenGames) {
for (auto it = mChildren.begin(); it != mChildren.end();) {
// If the option to hide hidden games has been set and the game is hidden,
// then skip it. Normally games are hidden during loading of the gamelists in
// Gamelist::parseGamelist() and this code should only run when a user has marked
// an entry manually as hidden. So upon the next application startup, this game
// should be filtered already at that earlier point.
if ((*it)->getHidden())
it = mChildren.erase(it);
// Also hide folders where all its entries have been hidden, unless it's a
// grouped custom collection.
else if ((*it)->getType() == FOLDER && (*it)->getChildren().size() == 0 &&
!(*it)->getSystem()->isGroupedCustomCollection())
it = mChildren.erase(it);
else
++it;
}
}
// The main custom collections view is sorted during startup in CollectionSystemsManager.
// The individual collections are however sorted as any normal systems/folders.
if (mSystem->isCollection() && mSystem->getFullName() == "collections") {
std::pair<unsigned int, unsigned int> tempGameCount = {};
for (auto it = mChildren.cbegin(); it != mChildren.cend(); ++it) {
if ((*it)->getChildren().size() > 0)
(*it)->sort(comparator, gameCount);
tempGameCount.first += gameCount.first;
tempGameCount.second += gameCount.second;
gameCount = {};
}
gameCount = tempGameCount;
return;
}
if (foldersOnTop) {
for (unsigned int i = 0; i < mChildren.size(); ++i) {
if (mChildren[i]->getType() == FOLDER) {
mChildrenFolders.emplace_back(mChildren[i]);
}
else {
mChildrenOthers.emplace_back(mChildren[i]);
mOnlyFolders = false;
}
}
// If the requested sorting is not by filename, then sort in ascending filename order
// as a first step, in order to get a correct secondary sorting.
if (getSortTypeFromString("filename, ascending").comparisonFunction != comparator &&
getSortTypeFromString("filename, descending").comparisonFunction != comparator) {
std::stable_sort(mChildrenFolders.begin(), mChildrenFolders.end(),
getSortTypeFromString("filename, ascending").comparisonFunction);
std::stable_sort(mChildrenOthers.begin(), mChildrenOthers.end(),
getSortTypeFromString("filename, ascending").comparisonFunction);
}
if (foldersOnTop && mOnlyFolders)
std::stable_sort(mChildrenFolders.begin(), mChildrenFolders.end(), comparator);
std::stable_sort(mChildrenOthers.begin(), mChildrenOthers.end(), comparator);
mChildren.erase(mChildren.begin(), mChildren.end());
mChildren.reserve(mChildrenFolders.size() + mChildrenOthers.size());
mChildren.insert(mChildren.end(), mChildrenFolders.begin(), mChildrenFolders.end());
mChildren.insert(mChildren.end(), mChildrenOthers.begin(), mChildrenOthers.end());
}
else {
// If the requested sorting is not by filename, then sort in ascending filename order
// as a first step, in order to get a correct secondary sorting.
if (getSortTypeFromString("filename, ascending").comparisonFunction != comparator &&
getSortTypeFromString("filename, descending").comparisonFunction != comparator)
std::stable_sort(mChildren.begin(), mChildren.end(),
getSortTypeFromString("filename, ascending").comparisonFunction);
std::stable_sort(mChildren.begin(), mChildren.end(), comparator);
}
for (auto it = mChildren.cbegin(); it != mChildren.cend(); ++it) {
// Game count, which will be displayed in the system view.
if ((*it)->getType() == GAME && (*it)->getCountAsGame()) {
if (!isKidMode || (isKidMode && (*it)->getKidgame())) {
++gameCount.first;
if ((*it)->getFavorite())
++gameCount.second;
}
}
if ((*it)->getType() != FOLDER)
mOnlyFolders = false;
else
mHasFolders = true;
// Iterate through any child folders.
if ((*it)->getChildren().size() > 0)
(*it)->sort(comparator, gameCount);
}
if (mSystem->isGroupedCustomCollection())
mGameCount = gameCount;
}
void FileData::sortFavoritesOnTop(ComparisonFunction& comparator,
std::pair<unsigned int, unsigned int>& gameCount)
{
mOnlyFolders = true;
mHasFolders = false;
bool foldersOnTop = Settings::getInstance()->getBool("FoldersOnTop");
bool showHiddenGames = Settings::getInstance()->getBool("ShowHiddenGames");
bool isKidMode = UIModeController::getInstance()->isUIModeKid();
std::vector<FileData*> mChildrenFolders;
std::vector<FileData*> mChildrenFavoritesFolders;
std::vector<FileData*> mChildrenFavorites;
std::vector<FileData*> mChildrenOthers;
if (mSystem->isGroupedCustomCollection())
gameCount = {};
// The main custom collections view is sorted during startup in CollectionSystemsManager.
// The individual collections are however sorted as any normal systems/folders.
if (mSystem->isCollection() && mSystem->getFullName() == "collections") {
std::pair<unsigned int, unsigned int> tempGameCount = {};
for (auto it = mChildren.cbegin(); it != mChildren.cend(); ++it) {
if ((*it)->getChildren().size() > 0)
(*it)->sortFavoritesOnTop(comparator, gameCount);
tempGameCount.first += gameCount.first;
tempGameCount.second += gameCount.second;
gameCount = {};
}
gameCount = tempGameCount;
return;
}
for (unsigned int i = 0; i < mChildren.size(); ++i) {
// If the option to hide hidden games has been set and the game is hidden,
// then skip it. Normally games are hidden during loading of the gamelists in
// Gamelist::parseGamelist() and this code should only run when a user has marked
// an entry manually as hidden. So upon the next application startup, this game
// should be filtered already at that earlier point.
if (!showHiddenGames && mChildren[i]->getHidden())
continue;
// Also hide folders where all its entries have been hidden.
else if (mChildren[i]->getType() == FOLDER && mChildren[i]->getChildren().size() == 0)
continue;
// Game count, which will be displayed in the system view.
if (mChildren[i]->getType() == GAME && mChildren[i]->getCountAsGame()) {
if (!isKidMode || (isKidMode && mChildren[i]->getKidgame())) {
++gameCount.first;
if (mChildren[i]->getFavorite())
++gameCount.second;
}
}
if (foldersOnTop && mChildren[i]->getType() == FOLDER) {
if (!mChildren[i]->getFavorite())
mChildrenFolders.emplace_back(mChildren[i]);
else
mChildrenFavoritesFolders.emplace_back(mChildren[i]);
}
else if (mChildren[i]->getFavorite()) {
mChildrenFavorites.emplace_back(mChildren[i]);
}
else {
mChildrenOthers.emplace_back(mChildren[i]);
}
if (mChildren[i]->getType() != FOLDER)
mOnlyFolders = false;
else
mHasFolders = true;
}
if (mSystem->isGroupedCustomCollection())
mGameCount = gameCount;
// If there are favorite folders and this is a mixed list, then don't handle these
// separately but instead merge them into the same vector. This is a quite wasteful
// approach but the scenario where a user has a mixed folder and files list and marks
// some folders as favorites is probably a rare situation.
if (!mOnlyFolders && mChildrenFavoritesFolders.size() > 0) {
mChildrenFolders.insert(mChildrenFolders.end(), mChildrenFavoritesFolders.begin(),
mChildrenFavoritesFolders.end());
mChildrenFavoritesFolders.erase(mChildrenFavoritesFolders.begin(),
mChildrenFavoritesFolders.end());
std::stable_sort(mChildrenFolders.begin(), mChildrenFolders.end(),
getSortTypeFromString("filename, ascending").comparisonFunction);
}
// If the requested sorting is not by filename, then sort in ascending filename order
// as a first step, in order to get a correct secondary sorting.
if (getSortTypeFromString("filename, ascending").comparisonFunction != comparator &&
getSortTypeFromString("filename, descending").comparisonFunction != comparator) {
std::stable_sort(mChildrenFolders.begin(), mChildrenFolders.end(),
getSortTypeFromString("filename, ascending").comparisonFunction);
std::stable_sort(mChildrenFavoritesFolders.begin(), mChildrenFavoritesFolders.end(),
getSortTypeFromString("filename, ascending").comparisonFunction);
std::stable_sort(mChildrenFavorites.begin(), mChildrenFavorites.end(),
getSortTypeFromString("filename, ascending").comparisonFunction);
std::stable_sort(mChildrenOthers.begin(), mChildrenOthers.end(),
getSortTypeFromString("filename, ascending").comparisonFunction);
}
// Sort favorite games and the other games separately.
if (foldersOnTop && mOnlyFolders) {
std::stable_sort(mChildrenFavoritesFolders.begin(), mChildrenFavoritesFolders.end(),
comparator);
std::stable_sort(mChildrenFolders.begin(), mChildrenFolders.end(), comparator);
}
std::stable_sort(mChildrenFavorites.begin(), mChildrenFavorites.end(), comparator);
std::stable_sort(mChildrenOthers.begin(), mChildrenOthers.end(), comparator);
// Iterate through any child favorite folders.
for (auto it = mChildrenFavoritesFolders.cbegin(); // Line break.
it != mChildrenFavoritesFolders.cend(); ++it) {
if ((*it)->getChildren().size() > 0)
(*it)->sortFavoritesOnTop(comparator, gameCount);
}
// Iterate through any child folders.
for (auto it = mChildrenFolders.cbegin(); it != mChildrenFolders.cend(); ++it) {
if ((*it)->getChildren().size() > 0)
(*it)->sortFavoritesOnTop(comparator, gameCount);
}
// If folders are not sorted on top, mChildrenFavoritesFolders and mChildrenFolders
// could be empty. So due to this, step through all mChildren and see if there are
// any folders that we need to iterate.
if (mChildrenFavoritesFolders.size() == 0 && mChildrenFolders.size() == 0) {
for (auto it = mChildren.cbegin(); it != mChildren.cend(); ++it) {
if ((*it)->getChildren().size() > 0)
(*it)->sortFavoritesOnTop(comparator, gameCount);
}
}
// Combine the individually sorted favorite games and other games vectors.
mChildren.erase(mChildren.begin(), mChildren.end());
mChildren.reserve(mChildrenFavoritesFolders.size() + mChildrenFolders.size() +
mChildrenFavorites.size() + mChildrenOthers.size());
mChildren.insert(mChildren.end(), mChildrenFavoritesFolders.begin(),
mChildrenFavoritesFolders.end());
mChildren.insert(mChildren.end(), mChildrenFolders.begin(), mChildrenFolders.end());
mChildren.insert(mChildren.end(), mChildrenFavorites.begin(), mChildrenFavorites.end());
mChildren.insert(mChildren.end(), mChildrenOthers.begin(), mChildrenOthers.end());
}
void FileData::sort(const SortType& type, bool mFavoritesOnTop)
{
mGameCount = std::make_pair(0, 0);
if (mFavoritesOnTop)
sortFavoritesOnTop(*type.comparisonFunction, mGameCount);
else
sort(*type.comparisonFunction, mGameCount);
}
void FileData::countGames(std::pair<unsigned int, unsigned int>& gameCount)
{
bool isKidMode = (Settings::getInstance()->getString("UIMode") == "kid" ||
Settings::getInstance()->getBool("ForceKid"));
(Settings::getInstance()->getString("UIMode") == "kid" ||
Settings::getInstance()->getBool("ForceKid"));
for (unsigned int i = 0; i < mChildren.size(); ++i) {
if (mChildren[i]->getType() == GAME && mChildren[i]->getCountAsGame()) {
if (!isKidMode || (isKidMode && mChildren[i]->getKidgame())) {
++gameCount.first;
if (mChildren[i]->getFavorite())
++gameCount.second;
}
}
// Iterate through any folders.
else if (mChildren[i]->getType() == FOLDER)
mChildren[i]->countGames(gameCount);
}
mGameCount = gameCount;
}
const FileData::SortType& FileData::getSortTypeFromString(const std::string& desc) const
{
std::vector<FileData::SortType> SortTypes = FileSorts::SortTypes;
for (unsigned int i = 0; i < FileSorts::SortTypes.size(); ++i) {
const FileData::SortType& sort = FileSorts::SortTypes.at(i);
if (sort.description == desc)
return sort;
}
// If no type was found then default to "filename, ascending".
return FileSorts::SortTypes.at(0);
}
void FileData::launchGame(Window* window)
{
LOG(LogInfo) << "Launching game \"" << this->metadata.get("name") << "\"...";
SystemData* gameSystem = nullptr;
std::string command = "";
std::string alternativeEmulator;
if (mSystem->isCollection())
gameSystem = SystemData::getSystemByName(mSystemName);
else
gameSystem = mSystem;
// This is just a precaution as getSystemByName() should always return a valid result.
if (gameSystem == nullptr)
gameSystem = mSystem;
alternativeEmulator = gameSystem->getAlternativeEmulator();
// Check if there is a game-specific alternative emulator configured.
// This takes precedence over any system-wide alternative emulator configuration.
if (Settings::getInstance()->getBool("AlternativeEmulatorPerGame") &&
!metadata.get("altemulator").empty()) {
command = gameSystem->getLaunchCommandFromLabel(metadata.get("altemulator"));
if (command == "") {
LOG(LogWarning) << "Invalid alternative emulator \"" << metadata.get("altemulator")
<< "\" configured for game";
}
else {
LOG(LogDebug) << "FileData::launchGame(): Using alternative emulator \""
<< metadata.get("altemulator")
<< "\" as configured for the specific game";
}
}
// Check if there is a system-wide alternative emulator configured.
if (command == "" && alternativeEmulator != "") {
command = gameSystem->getLaunchCommandFromLabel(alternativeEmulator);
if (command == "") {
LOG(LogWarning) << "Invalid alternative emulator \""
<< alternativeEmulator.substr(9, alternativeEmulator.length() - 9)
<< "\" configured for system \"" << gameSystem->getName() << "\"";
}
else {
LOG(LogDebug) << "FileData::launchGame(): Using alternative emulator \""
<< gameSystem->getAlternativeEmulator() << "\""
<< " as configured for system \"" << gameSystem->getName() << "\"";
}
}
if (command.empty())
command = mEnvData->mLaunchCommands.front().first;
std::string commandRaw = command;
const std::string romPath = Utils::FileSystem::getEscapedPath(getPath());
const std::string baseName = Utils::FileSystem::getStem(getPath());
const std::string romRaw = Utils::FileSystem::getPreferredPath(getPath());
const std::string esPath = Utils::FileSystem::getExePath();
bool runInBackground = false;
// In addition to the global RunInBackground setting it's possible to define this flag
// per launch command in es_systems.xml.
size_t inBackgroundPos = command.find("%RUNINBACKGROUND%");
if (inBackgroundPos != std::string::npos) {
runInBackground = true;
command = Utils::String::replace(command, "%RUNINBACKGROUND%", "");
// Trim any leading whitespaces as they could cause the script execution to fail.
command.erase(command.begin(), std::find_if(command.begin(), command.end(), [](char c) {
return !std::isspace(static_cast<unsigned char>(c));
}));
}
// The global setting always applies.
if (Settings::getInstance()->getBool("RunInBackground"))
runInBackground = true;
std::string coreEntry;
std::string coreName;
size_t coreEntryPos = 0;
size_t coreFilePos = 0;
bool foundCoreFile = false;
std::vector<std::string> emulatorCorePaths;
#if defined(_WIN64)
bool hideWindow = false;
// If the %HIDEWINDOW% variable is defined, we pass a flag to launchGameWindows() to
// hide the window. This is intended primarily for hiding console windows when launching
// scripts (used for example by Steam games and source ports).
size_t hideWindowPos = command.find("%HIDEWINDOW%");
if (hideWindowPos != std::string::npos) {
hideWindow = true;
command = Utils::String::replace(command, "%HIDEWINDOW%", "");
// Trim any leading whitespaces as they could cause the script execution to fail.
command.erase(command.begin(), std::find_if(command.begin(), command.end(), [](char c) {
return !std::isspace(static_cast<unsigned char>(c));
}));
}
#endif
// If there's a quotation mark before the %CORE_ variable, then remove it.
// The closing quotation mark will be removed later below.
command = Utils::String::replace(command, "\"%CORE_", "%CORE_");
coreEntryPos = command.find("%CORE_");
if (coreEntryPos != std::string::npos) {
coreFilePos = command.find("%", coreEntryPos + 6);
if (coreFilePos != std::string::npos)
coreEntry = command.substr(coreEntryPos + 6, coreFilePos - (coreEntryPos + 6));
}
if (coreEntry != "")
emulatorCorePaths = SystemData::sFindRules.get()->mCores[coreEntry].corePaths;
// Expand home path if ~ is used.
command = Utils::FileSystem::expandHomePath(command);
// Check that the emulator binary actually exists, and if so, get its path.
std::string binaryPath = findEmulatorPath(command);
// Hack to show an error message if there was no emulator entry in es_find_rules.xml.
if (binaryPath.substr(0, 18) == "NO EMULATOR RULE: ") {
std::string emulatorEntry = binaryPath.substr(18, binaryPath.size() - 18);
LOG(LogError)
<< "Couldn't launch game, either there is no emulator entry for \"" << emulatorEntry
<< "\" in es_find_rules.xml or there are no systempath or staticpath rules defined";
LOG(LogError) << "Raw emulator launch command:";
LOG(LogError) << commandRaw;
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window->queueInfoPopup("ERROR: MISSING EMULATOR CONFIGURATION FOR '" + emulatorEntry + "'",
6000);
window->setAllowTextScrolling(true);
return;
}
else if (binaryPath.empty()) {
LOG(LogError) << "Couldn't launch game, emulator binary not found";
LOG(LogError) << "Raw emulator launch command:";
LOG(LogError) << commandRaw;
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window->queueInfoPopup("ERROR: COULDN'T FIND EMULATOR, HAS IT BEEN PROPERLY INSTALLED?",
6000);
window->setAllowTextScrolling(true);
return;
}
else {
#if defined(_WIN64)
LOG(LogDebug) << "FileData::launchGame(): Found emulator binary \""
<< Utils::String::replace(
Utils::String::replace(binaryPath, "%ESPATH%", esPath), "/", "\\")
<< "\"";
#else
LOG(LogDebug) << "FileData::launchGame(): Found emulator binary \""
<< Utils::String::replace(binaryPath, "%ESPATH%", esPath) << "\"";
#endif
}
// If %EMUPATH% is used in es_systems.xml for this system, then check that the core
// file actually exists.
size_t emuPathPos = command.find("%EMUPATH%");
if (emuPathPos != std::string::npos) {
bool hasQuotationMark = false;
unsigned int quotationMarkPos = 0;
if (command.find("\"%EMUPATH%", emuPathPos - 1) != std::string::npos) {
hasQuotationMark = true;
quotationMarkPos =
static_cast<unsigned int>(command.find("\"", emuPathPos + 9) - emuPathPos);
}
size_t spacePos = command.find(" ", emuPathPos + quotationMarkPos);
std::string coreRaw;
std::string coreFile;
if (spacePos != std::string::npos) {
coreRaw = command.substr(emuPathPos, spacePos - emuPathPos);
coreFile = Utils::FileSystem::getParent(binaryPath) +
command.substr(emuPathPos + 9, spacePos - emuPathPos - 9);
if (hasQuotationMark) {
coreRaw.pop_back();
coreFile.pop_back();
}
if (!Utils::FileSystem::isRegularFile(coreFile) &&
!Utils::FileSystem::isSymlink(coreFile)) {
LOG(LogError) << "Couldn't launch game, emulator core file \""
<< Utils::FileSystem::getFileName(coreFile) << "\" not found";
LOG(LogError) << "Raw emulator launch command:";
LOG(LogError) << commandRaw;
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window->queueInfoPopup(
"ERROR: COULDN'T FIND EMULATOR CORE FILE '" +
Utils::String::toUpper(Utils::FileSystem::getFileName(coreFile)) + "'",
6000);
window->setAllowTextScrolling(true);
return;
}
else {
if (hasQuotationMark) {
command = command.replace(emuPathPos + quotationMarkPos, 1, "");
--emuPathPos;
command = command.replace(emuPathPos, 1, "");
}
coreFile = Utils::FileSystem::getEscapedPath(coreFile);
command = command.replace(emuPathPos, coreRaw.size(), coreFile);
}
}
else {
LOG(LogError) << "Invalid entry in systems configuration file es_systems.xml";
LOG(LogError) << "Raw emulator launch command:";
LOG(LogError) << commandRaw;
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window->queueInfoPopup("ERROR: INVALID ENTRY IN SYSTEMS CONFIGURATION FILE", 6000);
window->setAllowTextScrolling(true);
return;
}
}
// Error handling in case of no core find rule.
if (coreEntry != "" && emulatorCorePaths.empty()) {
LOG(LogError) << "Couldn't launch game, either there is no core entry for \"" << coreEntry
<< "\" in es_find_rules.xml or there are no corepath rules defined";
LOG(LogError) << "Raw emulator launch command:";
LOG(LogError) << commandRaw;
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window->queueInfoPopup("ERROR: MISSING CORE CONFIGURATION FOR '" + coreEntry + "'", 6000);
window->setAllowTextScrolling(true);
return;
}
// If a %CORE_ find rule entry is used in es_systems.xml for this system, then try to find
// the emulator core using the rules defined in es_find_rules.xml.
for (std::string path : emulatorCorePaths) {
// The position of the %CORE_ variable could have changed as there may have been an
// %EMULATOR_ variable that was substituted for the actual emulator binary.
coreEntryPos = command.find("%CORE_");
coreFilePos = command.find("%", coreEntryPos + 6);
size_t separatorPos;
size_t quotePos = command.find("\"", coreFilePos);
if (quotePos == std::string::npos)
separatorPos = command.find(" ", coreFilePos);
else
separatorPos = quotePos;
if (separatorPos != std::string::npos) {
coreName = command.substr(coreFilePos + 2, separatorPos - (coreFilePos + 2));
#if defined(_WIN64)
std::string coreFile = Utils::FileSystem::expandHomePath(path + "\\" + coreName);
#else
std::string coreFile = Utils::FileSystem::expandHomePath(path + "/" + coreName);
#endif
// Expand %EMUPATH% if it has been used in the %CORE_ variable.
size_t stringPos = coreFile.find("%EMUPATH%");
if (stringPos != std::string::npos) {
#if defined(_WIN64)
coreFile = Utils::String::replace(
coreFile.replace(stringPos, 9, Utils::FileSystem::getParent(binaryPath)), "/",
"\\");
#else
coreFile = coreFile.replace(stringPos, 9, Utils::FileSystem::getParent(binaryPath));
#endif
}
// Expand %ESPATH% if it has been used in the %CORE_ variable.
stringPos = coreFile.find("%ESPATH%");
if (stringPos != std::string::npos) {
coreFile = coreFile.replace(stringPos, 8, esPath);
#if defined(_WIN64)
coreFile = Utils::String::replace(coreFile, "/", "\\");
#endif
}
if (Utils::FileSystem::isRegularFile(coreFile) ||
Utils::FileSystem::isSymlink(coreFile)) {
foundCoreFile = true;
// Escape any blankspaces.
if (coreFile.find(" ") != std::string::npos)
coreFile = Utils::FileSystem::getEscapedPath(coreFile);
command.replace(coreEntryPos, separatorPos - coreEntryPos, coreFile);
#if !defined(_WIN64)
// Remove any quotation marks as it would make the launch function fail.
if (command.find("\"") != std::string::npos)
command = Utils::String::replace(command, "\"", "");
#endif
break;
}
}
else {
LOG(LogError) << "Invalid entry in systems configuration file es_systems.xml";
LOG(LogError) << "Raw emulator launch command:";
LOG(LogError) << commandRaw;
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window->queueInfoPopup("ERROR: INVALID ENTRY IN SYSTEMS CONFIGURATION FILE", 6000);
window->setAllowTextScrolling(true);
return;
}
}
if (!foundCoreFile && coreName.size() > 0) {
LOG(LogError) << "Couldn't launch game, emulator core file \""
<< coreName.substr(0, coreName.size()) << "\" not found";
LOG(LogError) << "Raw emulator launch command:";
LOG(LogError) << commandRaw;
LOG(LogError)
<< "Tried to find the core file using these paths as defined by es_find_rules.xml:";
LOG(LogError) << Utils::String::vectorToDelimitedString(emulatorCorePaths, ", ");
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window->queueInfoPopup(
"ERROR: COULDN'T FIND EMULATOR CORE FILE '" +
Utils::String::toUpper(coreName.substr(0, coreName.size()) + "'"),
6000);
window->setAllowTextScrolling(true);
return;
}
// Replace the remaining variables with their actual values.
command = Utils::String::replace(command, "%ROM%", romPath);
command = Utils::String::replace(command, "%BASENAME%", baseName);
command = Utils::String::replace(command, "%ROMRAW%", romRaw);
// swapBuffers() is called here to turn the screen black to eliminate some potential
// flickering and to avoid showing the game launch message briefly when returning
// from the game.
#if defined(_WIN64)
if (!(Settings::getInstance()->getBool("LaunchWorkaround") || runInBackground))
#else
if (!runInBackground)
#endif
Renderer::swapBuffers();
Scripting::fireEvent("game-start", romPath, getSourceFileData()->metadata.get("name"));
int returnValue = 0;
LOG(LogDebug) << "Raw emulator launch command:";
LOG(LogDebug) << commandRaw;
LOG(LogInfo) << "Expanded emulator launch command:";
LOG(LogInfo) << command;
// Possibly keep ES-DE running in the background while the game is launched.
#if defined(_WIN64)
returnValue =
launchGameWindows(Utils::String::stringToWideString(command), runInBackground, hideWindow);
#else
returnValue = launchGameUnix(command, runInBackground);
#endif
// Notify the user in case of a failed game launch using a popup window.
if (returnValue != 0) {
LOG(LogWarning) << "...launch terminated with nonzero return value " << returnValue;
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window->queueInfoPopup("ERROR LAUNCHING GAME '" +
Utils::String::toUpper(metadata.get("name")) + "' (ERROR CODE " +
Utils::String::toUpper(std::to_string(returnValue) + ")"),
6000);
window->setAllowTextScrolling(true);
}
else {
// Stop showing the game launch notification.
window->stopInfoPopup();
#if defined(_WIN64)
// If the RunInBackground setting has been enabled or if the %RUNINBACKGROUND% variable has
// been set for the specific launch command, then block the video player, stop scrolling
// game names and descriptions and keep the screensaver from getting activated.
if (runInBackground)
window->setLaunchedGame();
else
// Normalize deltaTime so that the screensaver does not start immediately
// when returning from the game.
window->normalizeNextUpdate();
#else
// For some game systems we need to keep ES-DE running while the game is launched.
// This blocks the video player, stops the scrolling of game names and descriptions and
// keeps the screensaver from getting activated.
if (runInBackground)
window->setLaunchedGame();
// Normalize deltaTime so that the screensaver does not start immediately
// when returning from the game.
window->normalizeNextUpdate();
#endif
}
Scripting::fireEvent("game-end", romPath, getSourceFileData()->metadata.get("name"));
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// Unless we're running in the background while the game is launched, re-enable the text
// scrolling that was disabled in ViewController.
if (!runInBackground)
window->setAllowTextScrolling(true);
// Update number of times the game has been launched.
FileData* gameToUpdate = getSourceFileData();
int timesPlayed = gameToUpdate->metadata.getInt("playcount") + 1;
gameToUpdate->metadata.set("playcount", std::to_string(static_cast<long long>(timesPlayed)));
// Update last played time.
gameToUpdate->metadata.set("lastplayed", Utils::Time::DateTime(Utils::Time::now()));
// If the parent is a folder and it's not the root of the system, then update its lastplayed
// timestamp to the same time as the game that was just launched.
if (gameToUpdate->getParent()->getType() == FOLDER &&
gameToUpdate->getParent()->getName() != gameToUpdate->getSystem()->getFullName()) {
gameToUpdate->getParent()->metadata.set("lastplayed",
gameToUpdate->metadata.get("lastplayed"));
}
CollectionSystemsManager::get()->refreshCollectionSystems(gameToUpdate);
gameToUpdate->mSystem->onMetaDataSavePoint();
}
const std::string FileData::findEmulatorPath(std::string& command)
{
// Extract the emulator executable from the launch command string. There are two ways
// that the emulator can be defined in es_systems.xml, either using the find rules in
// es_find_rules.xml or via the exact emulator binary name. In the former case, we
// need to process any configured systempath and staticpath rules, and in the latter
// we simply search for the emulator binary in the system path.
std::string emuExecutable;
std::string exePath;
// Method 1, emulator binary is defined using find rules:
#if defined(_WIN64)
std::vector<std::string> emulatorWinRegistryPaths;
std::vector<std::string> emulatorWinRegistryValues;
#endif
std::vector<std::string> emulatorSystemPaths;
std::vector<std::string> emulatorStaticPaths;
std::string emulatorEntry;
size_t endPos = 0;
if (command.find("%EMULATOR_", 0) == 0) {
endPos = command.find("%", 1);
if (endPos != std::string::npos)
emulatorEntry = command.substr(10, endPos - 10);
}
if (emulatorEntry != "") {
#if defined(_WIN64)
emulatorWinRegistryPaths =
SystemData::sFindRules.get()->mEmulators[emulatorEntry].winRegistryPaths;
emulatorWinRegistryValues =
SystemData::sFindRules.get()->mEmulators[emulatorEntry].winRegistryValues;
#endif
emulatorSystemPaths = SystemData::sFindRules.get()->mEmulators[emulatorEntry].systemPaths;
emulatorStaticPaths = SystemData::sFindRules.get()->mEmulators[emulatorEntry].staticPaths;
}
// Error handling in case of no emulator find rule.
if (emulatorEntry != "" && emulatorSystemPaths.empty() && emulatorStaticPaths.empty())
return "NO EMULATOR RULE: " + emulatorEntry;
#if defined(_WIN64)
for (std::string path : emulatorWinRegistryPaths) {
// Search for the emulator using the App Paths keys in the Windows Registry.
std::string registryKeyPath =
"SOFTWARE\\Microsoft\\Windows\\CurrentVersion\\App Paths\\" + path;
HKEY registryKey;
LSTATUS keyStatus = -1;
LSTATUS pathStatus = -1;
char registryPath[1024]{};
DWORD pathSize = 1024;
// First look in HKEY_CURRENT_USER.
keyStatus = RegOpenKeyEx(HKEY_CURRENT_USER, registryKeyPath.c_str(), 0, KEY_QUERY_VALUE,
&registryKey);
// If not found, then try in HKEY_LOCAL_MACHINE.
if (keyStatus != ERROR_SUCCESS) {
keyStatus = RegOpenKeyEx(HKEY_LOCAL_MACHINE, registryKeyPath.c_str(), 0,
KEY_QUERY_VALUE, &registryKey);
}
// If the key exists, then try to retrieve its default value.
if (keyStatus == ERROR_SUCCESS) {
pathStatus = RegGetValue(registryKey, nullptr, nullptr, RRF_RT_REG_SZ, nullptr,
&registryPath, &pathSize);
}
else {
RegCloseKey(registryKey);
continue;
}
// That a value was found does not guarantee that the emulator binary actually exists,
// so check for that as well.
if (pathStatus == ERROR_SUCCESS) {
if (Utils::FileSystem::isRegularFile(registryPath) ||
Utils::FileSystem::isSymlink(registryPath)) {
command.replace(0, endPos + 1, registryPath);
RegCloseKey(registryKey);
return registryPath;
}
}
RegCloseKey(registryKey);
}
for (std::string value : emulatorWinRegistryValues) {
// Search for the defined value in the Windows Registry.
std::string registryValueKey =
Utils::String::replace(Utils::FileSystem::getParent(value), "/", "\\");
std::string registryValue = Utils::FileSystem::getFileName(value);
HKEY registryKey;
LSTATUS keyStatus = -1;
LSTATUS pathStatus = -1;
char path[1024]{};
DWORD pathSize = 1024;
// First look in HKEY_CURRENT_USER.
keyStatus = RegOpenKeyEx(HKEY_CURRENT_USER, registryValueKey.c_str(), 0, KEY_QUERY_VALUE,
&registryKey);
// If not found, then try in HKEY_LOCAL_MACHINE.
if (keyStatus != ERROR_SUCCESS) {
keyStatus = RegOpenKeyEx(HKEY_LOCAL_MACHINE, registryValueKey.c_str(), 0,
KEY_QUERY_VALUE, &registryKey);
}
// If the key exists, then try to retrieve the defined value.
if (keyStatus == ERROR_SUCCESS) {
pathStatus =
RegGetValue(registryKey, nullptr, reinterpret_cast<LPCSTR>(registryValue.c_str()),
RRF_RT_REG_SZ, nullptr, &path, &pathSize);
}
else {
RegCloseKey(registryKey);
continue;
}
// That a value was found does not guarantee that the emulator binary actually exists,
// so check for that as well.
if (pathStatus == ERROR_SUCCESS) {
if (Utils::FileSystem::isRegularFile(path) || Utils::FileSystem::isSymlink(path)) {
command.replace(0, endPos + 1, path);
RegCloseKey(registryKey);
return path;
}
}
RegCloseKey(registryKey);
}
#endif
for (std::string path : emulatorSystemPaths) {
#if defined(_WIN64)
std::wstring pathWide = Utils::String::stringToWideString(path);
// Search for the emulator using the PATH environmental variable.
DWORD size = SearchPathW(nullptr, pathWide.c_str(), L".exe", 0, nullptr, nullptr);
if (size) {
std::vector<wchar_t> pathBuffer(static_cast<size_t>(size) + 1);
wchar_t* fileName = nullptr;
SearchPathW(nullptr, pathWide.c_str(), L".exe", size + 1, pathBuffer.data(), &fileName);
std::wstring pathString = pathBuffer.data();
if (pathString.length()) {
exePath = Utils::String::wideStringToString(
pathString.substr(0, pathString.size() - std::wstring(fileName).size()));
exePath.pop_back();
}
}
if (exePath != "") {
exePath += "\\" + path;
command.replace(0, endPos + 1, exePath);
return exePath;
}
#else
exePath = Utils::FileSystem::getPathToBinary(path);
if (exePath != "") {
exePath += "/" + path;
command.replace(0, endPos + 1, exePath);
return exePath;
}
#endif
}
for (std::string path : emulatorStaticPaths) {
path = Utils::FileSystem::expandHomePath(path);
// If %ESPATH% is used for the rule, then expand it to the binary directory of ES-DE.
path = Utils::String::replace(path, "%ESPATH%", Utils::FileSystem::getExePath());
// Likewise for the %ROMPATH% variable which expands to the configured ROM directory.
path = Utils::String::replace(path, "%ROMPATH%", getROMDirectory());
if (Utils::FileSystem::isRegularFile(path) || Utils::FileSystem::isSymlink(path)) {
command.replace(0, endPos + 1, path);
return path;
}
}
// Method 2, exact emulator binary name:
// If %ESPATH% is used, then expand it to the binary directory of ES-DE.
command = Utils::String::replace(command, "%ESPATH%", Utils::FileSystem::getExePath());
// If the first character is a quotation mark, then we need to extract up to the
// next quotation mark, otherwise we'll only extract up to the first space character.
if (command.front() == '\"') {
std::string emuTemp = command.substr(1, std::string::npos);
emuExecutable = emuTemp.substr(0, emuTemp.find('"'));
}
else {
emuExecutable = command.substr(0, command.find(' '));
}
#if defined(_WIN64)
std::wstring emuExecutableWide = Utils::String::stringToWideString(emuExecutable);
// Search for the emulator using the PATH environmental variable.
DWORD size = SearchPathW(nullptr, emuExecutableWide.c_str(), L".exe", 0, nullptr, nullptr);
if (size) {
std::vector<wchar_t> pathBuffer(static_cast<size_t>(size) + 1);
wchar_t* fileName = nullptr;
SearchPathW(nullptr, emuExecutableWide.c_str(), L".exe", size + 1, pathBuffer.data(),
&fileName);
exePath = Utils::String::wideStringToString(pathBuffer.data());
}
#else
if (Utils::FileSystem::isRegularFile(emuExecutable) ||
Utils::FileSystem::isSymlink(emuExecutable)) {
exePath = emuExecutable;
}
else {
exePath = Utils::FileSystem::getPathToBinary(emuExecutable);
if (exePath != "")
exePath += "/" + emuExecutable;
}
#endif
return exePath;
}
CollectionFileData::CollectionFileData(FileData* file, SystemData* system)
: FileData(file->getSourceFileData()->getType(),
file->getSourceFileData()->getPath(),
file->getSourceFileData()->getSystemEnvData(),
system)
{
// We use this constructor to create a clone of the filedata, and change its system.
mSourceFileData = file->getSourceFileData();
refreshMetadata();
mParent = nullptr;
metadata = mSourceFileData->metadata;
mSystemName = mSourceFileData->getSystem()->getName();
}
CollectionFileData::~CollectionFileData()
{
// Need to remove collection file data at the collection object destructor.
if (mParent)
mParent->removeChild(this);
mParent = nullptr;
}
void CollectionFileData::refreshMetadata()
{
metadata = mSourceFileData->metadata;
mDirty = true;
}
const std::string& CollectionFileData::getName()
{
if (mDirty) {
mCollectionFileName = mSourceFileData->metadata.get("name");
mCollectionFileName.append(" [")
.append(Utils::String::toUpper(mSourceFileData->getSystem()->getName()))
.append("]");
mDirty = false;
}
if (Settings::getInstance()->getBool("CollectionShowSystemInfo"))
return mCollectionFileName;
return mSourceFileData->metadata.get("name");
}