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# pragma once
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# ifndef ES_APP_SYSTEM_DATA_H
# define ES_APP_SYSTEM_DATA_H
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# include "PlatformId.h"
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# include <algorithm>
# include <memory>
# include <string>
# include <vector>
class FileData ;
class FileFilterIndex ;
class ThemeData ;
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struct SystemEnvironmentData
{
std : : string mStartPath ;
std : : vector < std : : string > mSearchExtensions ;
std : : string mLaunchCommand ;
std : : vector < PlatformIds : : PlatformId > mPlatformIds ;
} ;
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class SystemData
{
public :
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SystemData ( const std : : string & name , const std : : string & fullName , SystemEnvironmentData * envData , const std : : string & themeFolder , bool CollectionSystem = false ) ;
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~ SystemData ( ) ;
inline FileData * getRootFolder ( ) const { return mRootFolder ; } ;
inline const std : : string & getName ( ) const { return mName ; }
inline const std : : string & getFullName ( ) const { return mFullName ; }
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inline const std : : string & getStartPath ( ) const { return mEnvData - > mStartPath ; }
inline const std : : vector < std : : string > & getExtensions ( ) const { return mEnvData - > mSearchExtensions ; }
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inline const std : : string & getThemeFolder ( ) const { return mThemeFolder ; }
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inline SystemEnvironmentData * getSystemEnvData ( ) const { return mEnvData ; }
inline const std : : vector < PlatformIds : : PlatformId > & getPlatformIds ( ) const { return mEnvData - > mPlatformIds ; }
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inline bool hasPlatformId ( PlatformIds : : PlatformId id ) { if ( ! mEnvData ) return false ; return std : : find ( mEnvData - > mPlatformIds . cbegin ( ) , mEnvData - > mPlatformIds . cend ( ) , id ) ! = mEnvData - > mPlatformIds . cend ( ) ; }
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inline const std : : shared_ptr < ThemeData > & getTheme ( ) const { return mTheme ; }
std : : string getGamelistPath ( bool forWrite ) const ;
bool hasGamelist ( ) const ;
std : : string getThemePath ( ) const ;
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unsigned int getGameCount ( ) const ;
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unsigned int getDisplayedGameCount ( ) const ;
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static void deleteSystems ( ) ;
static bool loadConfig ( ) ; //Load the system config file at getConfigPath(). Returns true if no errors were encountered. An example will be written if the file doesn't exist.
static void writeExampleConfig ( const std : : string & path ) ;
static std : : string getConfigPath ( bool forWrite ) ; // if forWrite, will only return ~/.emulationstation/es_systems.cfg, never /etc/emulationstation/es_systems.cfg
static std : : vector < SystemData * > sSystemVector ;
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inline std : : vector < SystemData * > : : const_iterator getIterator ( ) const { return std : : find ( sSystemVector . cbegin ( ) , sSystemVector . cend ( ) , this ) ; } ;
inline std : : vector < SystemData * > : : const_reverse_iterator getRevIterator ( ) const { return std : : find ( sSystemVector . crbegin ( ) , sSystemVector . crend ( ) , this ) ; } ;
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inline bool isCollection ( ) { return mIsCollectionSystem ; } ;
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inline bool isGameSystem ( ) { return mIsGameSystem ; } ;
bool isVisible ( ) ;
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SystemData * getNext ( ) const ;
SystemData * getPrev ( ) const ;
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static SystemData * getRandomSystem ( ) ;
FileData * getRandomGame ( ) ;
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// Load or re-load theme.
void loadTheme ( ) ;
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FileFilterIndex * getIndex ( ) { return mFilterIndex ; } ;
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private :
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bool mIsCollectionSystem ;
bool mIsGameSystem ;
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std : : string mName ;
std : : string mFullName ;
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SystemEnvironmentData * mEnvData ;
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std : : string mThemeFolder ;
std : : shared_ptr < ThemeData > mTheme ;
void populateFolder ( FileData * folder ) ;
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void indexAllGameFilters ( const FileData * folder ) ;
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void setIsGameSystemStatus ( ) ;
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FileFilterIndex * mFilterIndex ;
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FileData * mRootFolder ;
} ;
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# endif // ES_APP_SYSTEM_DATA_H