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 "guis/GuiInfoPopup.h"
#include "utils/FileSystemUtil.h"
#include "utils/StringUtil.h"
#include "utils/TimeUtil.h"
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#include "AudioManager.h"
#include "CollectionSystemManager.h"
#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 "VolumeControl.h"
#include "Window.h"
#include <assert.h>
FileData::FileData(
FileType type,
const std::string& path,
SystemEnvironmentData* envData,
SystemData* system)
: mType(type),
mPath(path),
mSystem(system),
mEnvData(envData),
mSourceFileData(nullptr),
mParent(nullptr),
mOnlyFolders(false),
mDeletionFlag(false),
// Metadata is set in the constructor.
metadata(type == GAME ? GAME_METADATA : FOLDER_METADATA)
{
// 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::NEOGEO)) &&
metadata.getType() != FOLDER_METADATA) {
// If it's a MAME or Neo Geo game, expand the game name accordingly.
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()
{
if (mType == GAME)
mSystem->getIndex()->removeFromIndex(this);
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.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::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.push_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;
}
bool FileData::viewHasOnlyFolders()
{
bool onlyFolders = true;
std::vector<FileData*> entrySiblings = this->getParent()->getChildren();
for (auto it = entrySiblings.cbegin(); it != entrySiblings.cend(); it++) {
if ((*it)->getType() != FOLDER)
onlyFolders = false;
}
return onlyFolders;
}
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 (romDirPath.back() != '/')
romDirPath = romDirPath + "/";
}
// If %ESPATH% is used for the ROM path configuration, then expand it to the executable
// directory of ES. This is useful for a portable emulator installation, for instance on
// a USB memory stick.
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);
// Expand home symbol if the path starts with ~
if (mediaDirPath.back() != '/')
mediaDirPath = mediaDirPath + "/";
}
return mediaDirPath;
}
const std::string FileData::getMediafilePath(std::string subdirectory, std::string mediatype) const
{
const char* extList[2] = { ".png", ".jpg" };
// Look for an image file in the media directory.
std::string tempPath = getMediaDirectory() + mSystemName + "/" +
subdirectory + "/" + getDisplayName();
for (int i = 0; i < 2; i++) {
std::string mediaPath = tempPath + extList[i];
if (Utils::FileSystem::exists(mediaPath))
return mediaPath;
}
// No media found in the media directory, so look
// for local art as well (if configured to do so).
if (Settings::getInstance()->getBool("LocalArt")) {
for (int i = 0; i < 2; i++) {
std::string localMediaPath = mEnvData->mStartPath + "/images/" +
getDisplayName() + "-" + mediatype + extList[i];
if (Utils::FileSystem::exists(localMediaPath))
return localMediaPath;
}
}
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", "miximage");
if (image != "")
return image;
// If no mix image was found, try screenshot instead.
image = getMediafilePath("screenshots", "screenshot");
if (image != "")
return image;
// If no screenshot was found either, try cover.
return getMediafilePath("covers", "cover");
}
const std::string FileData::get3DBoxPath() const
{
return getMediafilePath("3dboxes", "3dbox");
}
const std::string FileData::getCoverPath() const
{
return getMediafilePath("covers", "cover");
}
const std::string FileData::getMarqueePath() const
{
return getMediafilePath("marquees", "marquee");
}
const std::string FileData::getMiximagePath() const
{
return getMediafilePath("miximages", "miximage");
}
const std::string FileData::getScreenshotPath() const
{
return getMediafilePath("screenshots", "screenshot");
}
const std::string FileData::getThumbnailPath() const
{
return getMediafilePath("thumbnails", "thumbnail");
}
const std::string FileData::getVideoPath() const
{
const char* extList[5] = { ".avi", ".mkv", ".mov", ".mp4", ".wmv" };
std::string tempPath = getMediaDirectory() + mSystemName + "/videos/" + getDisplayName();
// Look for media in the media directory.
for (int i = 0; i < 5; i++) {
std::string mediaPath = tempPath + extList[i];
if (Utils::FileSystem::exists(mediaPath))
return mediaPath;
}
// No media found in the media directory, so look
// for local art as well (if configured to do so).
if (Settings::getInstance()->getBool("LocalArt"))
{
for (int i = 0; i < 5; i++) {
std::string localMediaPath = mEnvData->mStartPath + "/videos/" + getDisplayName() +
"-video" + extList[i];
if (Utils::FileSystem::exists(localMediaPath))
return localMediaPath;
}
}
return "";
}
const std::vector<FileData*>& FileData::getChildrenListToDisplay()
{
FileFilterIndex* idx = CollectionSystemManager::get()->getSystemToView(mSystem)->getIndex();
if (idx->isFiltered()) {
mFilteredChildren.clear();
for (auto it = mChildren.cbegin(); it != mChildren.cend(); it++) {
if (idx->showFile((*it))) {
mFilteredChildren.push_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.push_back(*it);
else if ((*it)->getCountAsGame())
out.push_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 it = subChildren.cbegin(); it != subChildren.cend(); it++) {
if ((*it)->getCountAsGame())
out.push_back(*it);
}
}
}
}
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.push_back(*it);
}
else if ((*it)->getType() == GAME) {
if (!(respectExclusions && (*it)->getExcludeFromScraper()))
out.push_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;
}
std::string FileData::getKey() {
return getFileName();
}
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const bool FileData::isArcadeAsset()
{
const std::string stem = Utils::FileSystem::getStem(mPath);
return ((mSystem && (mSystem->hasPlatformId(PlatformIds::ARCADE) ||
mSystem->hasPlatformId(PlatformIds::NEOGEO))) &&
(MameNames::getInstance()->isBios(stem) ||
MameNames::getInstance()->isDevice(stem)));
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}
FileData* FileData::getSourceFileData()
{
return this;
}
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.push_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, bool ascending,
std::pair<unsigned int, unsigned int>& gameCount)
{
mFirstLetterIndex.clear();
mOnlyFolders = true;
bool foldersOnTop = Settings::getInstance()->getBool("FoldersOnTop");
bool hasFolders = false;
std::vector<FileData*> mChildrenFolders;
std::vector<FileData*> mChildrenOthers;
if (foldersOnTop) {
for (unsigned int i = 0; i < mChildren.size(); i++) {
if (mChildren[i]->getType() == FOLDER) {
mChildrenFolders.push_back(mChildren[i]);
hasFolders = true;
}
else {
mChildrenOthers.push_back(mChildren[i]);
mOnlyFolders = false;
}
}
// If descending sorting is requested, always perform a ascending sort by filename first.
// This adds a slight (probably negligible) overhead but it will avoid strange sorting
// issues where the secondary sorting is reversed for some sort types.
if (!ascending)
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);
if (!ascending) {
if (foldersOnTop && mOnlyFolders)
std::reverse(mChildrenFolders.begin(), mChildrenFolders.end());
std::reverse(mChildrenOthers.begin(), mChildrenOthers.end());
}
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 (!ascending)
std::stable_sort(mChildren.begin(), mChildren.end(),
getSortTypeFromString("filename, ascending").comparisonFunction);
std::stable_sort(mChildren.begin(), mChildren.end(), comparator);
if (!ascending)
std::reverse(mChildren.begin(), mChildren.end());
}
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 (!(*it)->getFavorite())
gameCount.first++;
else
gameCount.second++;
}
if ((*it)->getType() != FOLDER)
mOnlyFolders = false;
if (!(foldersOnTop && (*it)->getType() == FOLDER)) {
// Build mFirstLetterIndex.
const char firstChar = toupper((*it)->getSortName().front());
mFirstLetterIndex.push_back(std::string(1, firstChar));
}
// Iterate through any child folders.
if ((*it)->getChildren().size() > 0)
(*it)->sort(comparator, ascending, gameCount);
}
// If there are only folders in the gamelist, then it makes sense to still
// generate a letter index.
if (mOnlyFolders) {
for (unsigned int i = 0; i < mChildrenFolders.size(); i++) {
const char firstChar = toupper(mChildrenFolders[i]->getSortName().front());
mFirstLetterIndex.push_back(std::string(1, firstChar));
}
mOnlyFolders = true;
}
// Sort and make each entry unique in mFirstLetterIndex.
std::sort(mFirstLetterIndex.begin(), mFirstLetterIndex.end());
auto last = std::unique(mFirstLetterIndex.begin(), mFirstLetterIndex.end());
mFirstLetterIndex.erase(last, mFirstLetterIndex.end());
// If it's a mixed list and folders are sorted on top, add a folder icon to the index.
if (foldersOnTop && hasFolders && !mOnlyFolders)
mFirstLetterIndex.insert(mFirstLetterIndex.begin(), FOLDER_CHAR);
}
void FileData::sortFavoritesOnTop(ComparisonFunction& comparator, bool ascending,
std::pair<unsigned int, unsigned int>& gameCount)
{
mFirstLetterIndex.clear();
mOnlyFolders = true;
std::vector<FileData*> mChildrenFolders;
std::vector<FileData*> mChildrenFavoritesFolders;
std::vector<FileData*> mChildrenFavorites;
std::vector<FileData*> mChildrenOthers;
bool foldersOnTop = Settings::getInstance()->getBool("FoldersOnTop");
bool hasFolders = false;
for (unsigned int i = 0; i < mChildren.size(); i++) {
// Game count, which will be displayed in the system view.
if (mChildren[i]->getType() == GAME && mChildren[i]->getCountAsGame()) {
if (!mChildren[i]->getFavorite())
gameCount.first++;
else
gameCount.second++;
}
if (foldersOnTop && mChildren[i]->getType() == FOLDER) {
if (!mChildren[i]->getFavorite())
mChildrenFolders.push_back(mChildren[i]);
else
mChildrenFavoritesFolders.push_back(mChildren[i]);
hasFolders = true;
}
else if (mChildren[i]->getFavorite()) {
mChildrenFavorites.push_back(mChildren[i]);
}
else {
mChildrenOthers.push_back(mChildren[i]);
// Build mFirstLetterIndex.
const char firstChar = toupper(mChildren[i]->getSortName().front());
mFirstLetterIndex.push_back(std::string(1, firstChar));
}
if (mChildren[i]->getType() != FOLDER)
mOnlyFolders = false;
}
// 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 there are only favorites in the gamelist, it makes sense to still generate
// a letter index. For instance to be able to quick jump in the 'favorites'
// collection. Doing this additional work here only for the applicable gamelists is
// probably faster than building a redundant index for all gamelists during sorting.
if (mChildrenOthers.size() == 0 && mChildrenFavorites.size() > 0) {
for (unsigned int i = 0; i < mChildren.size(); i++) {
if (foldersOnTop && mChildren[i]->getType() == FOLDER) {
continue;
}
else {
const char firstChar = toupper(mChildren[i]->getSortName().front());
mFirstLetterIndex.push_back(std::string(1, firstChar));
}
}
}
// If there are only folders in the gamelist, then it also makes sense to generate
// a letter index.
else if (mOnlyFolders) {
for (unsigned int i = 0; i < mChildrenFolders.size(); i++) {
const char firstChar = toupper(mChildrenFolders[i]->getSortName().front());
mFirstLetterIndex.push_back(std::string(1, firstChar));
}
}
// Sort and make each entry unique in mFirstLetterIndex.
std::sort(mFirstLetterIndex.begin(), mFirstLetterIndex.end());
auto last = std::unique(mFirstLetterIndex.begin(), mFirstLetterIndex.end());
mFirstLetterIndex.erase(last, mFirstLetterIndex.end());
// If there were at least one favorite folder in the gamelist, insert the favorite
// unicode character in the first position.
if (foldersOnTop && mOnlyFolders && mChildrenFavoritesFolders.size() > 0)
mFirstLetterIndex.insert(mFirstLetterIndex.begin(), FAVORITE_CHAR);
// If there were at least one favorite in the gamelist, insert the favorite
// unicode character in the first position.
else if (mChildrenOthers.size() > 0 && mChildrenFavorites.size() > 0)
mFirstLetterIndex.insert(mFirstLetterIndex.begin(), FAVORITE_CHAR);
// If it's a mixed list and folders are sorted on top, add a folder icon to the index.
if (foldersOnTop && hasFolders && !mOnlyFolders)
mFirstLetterIndex.insert(mFirstLetterIndex.begin(), FOLDER_CHAR);
// If descending sorting is requested, always perform a ascending sort by filename first.
// This adds a slight (probably negligible) overhead but it will avoid strange sorting
// issues where the secondary sorting is reversed for some sort types.
if (!ascending) {
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(); it !=
mChildrenFavoritesFolders.cend(); it++) {
if ((*it)->getChildren().size() > 0)
(*it)->sortFavoritesOnTop(comparator, ascending, gameCount);
}
// Iterate through any child folders.
for (auto it = mChildrenFolders.cbegin(); it != mChildrenFolders.cend(); it++) {
if ((*it)->getChildren().size() > 0)
(*it)->sortFavoritesOnTop(comparator, ascending, gameCount);
}
if (!ascending) {
if (foldersOnTop && mOnlyFolders) {
std::reverse(mChildrenFavoritesFolders.begin(), mChildrenFavoritesFolders.end());
std::reverse(mChildrenFolders.begin(), mChildrenFolders.end());
}
std::reverse(mChildrenFavorites.begin(), mChildrenFavorites.end());
std::reverse(mChildrenOthers.begin(), mChildrenOthers.end());
}
// 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, type.ascending, mGameCount);
else
sort(*type.comparisonFunction, type.ascending, mGameCount);
}
FileData::SortType FileData::getSortTypeFromString(std::string desc) {
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) << "Attempting to launch game...";
std::string command = "";
// Check if there is a launch command override for the game
// and the corresponding option to use it has been set.
if (Settings::getInstance()->getBool("LaunchCommandOverride") &&
!metadata.get("launchcommand").empty())
command = metadata.get("launchcommand");
else
command = mEnvData->mLaunchCommand;
std::string commandRaw = command;
const std::string rom = Utils::FileSystem::getEscapedPath(getPath());
const std::string basename = Utils::FileSystem::getStem(getPath());
const std::string rom_raw = Utils::FileSystem::getPreferredPath(getPath());
const std::string emupath = Utils::FileSystem::getExePath();
command = Utils::String::replace(command, "%ROM%", rom);
command = Utils::String::replace(command, "%BASENAME%", basename);
command = Utils::String::replace(command, "%ROM_RAW%", rom_raw);
command = Utils::String::replace(command, "%ESPATH%", emupath);
// Expand home path if ~ is used.
command = Utils::FileSystem::expandHomePath(command);
#if defined(_WIN64)
std::wstring commandWide = Utils::String::stringToWideString(command);
#endif
Scripting::fireEvent("game-start", rom, getSourceFileData()->metadata.get("name"));
int returnValue = 0;
if (command.find("%EMUPATH%") != std::string::npos) {
// Extract the emulator executable from the launch command string. This could either be
// just the program name, assuming the binary is in the PATH variable of the operating
// system, or it could be an absolute path to the emulator. (In the latter case, if
// there is a space in the the path, it needs to be enclosed by quotation marks in
// es_systems.cfg.)
std::string emuExecutable;
// If the first character is a quotation mark, then we need to extract up to the
// next quotation mark, otherwise we'll 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(' '));
}
// For Windows, we need to handle UTF-16 encoding.
#if defined(_WIN64)
std::wstring emuExecutableWide;
std::wstring emuPathWide;
emuExecutableWide = Utils::String::stringToWideString(emuExecutable);
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// 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);
std::wstring pathString = pathBuffer.data();
if (pathString.length()) {
emuPathWide = pathString.substr(0, pathString.size() -
std::wstring(fileName).size());
emuPathWide.pop_back();
auto stringPos = commandWide.find(L"%EMUPATH%");
commandWide = commandWide.replace(stringPos, 9, emuPathWide);
}
}
#else
std::string exePath;
if (Utils::FileSystem::isRegularFile(emuExecutable) ||
Utils::FileSystem::isSymlink(emuExecutable))
exePath = Utils::FileSystem::getParent(emuExecutable);
else
exePath = Utils::FileSystem::getPathToBinary(emuExecutable);
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command = Utils::String::replace(command, "%EMUPATH%", exePath);
#endif
}
LOG(LogDebug) << "Raw emulator launch command:";
LOG(LogDebug) << commandRaw;
LOG(LogInfo) << "Expanded emulator launch command:";
#if defined(_WIN64)
LOG(LogInfo) << Utils::String::wideStringToString(commandWide);
returnValue = launchEmulatorWindows(commandWide);
#else
LOG(LogInfo) << command;
returnValue = launchEmulatorUnix(command);
#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 << "!";
GuiInfoPopup* s = new GuiInfoPopup(window, "ERROR LAUNCHING GAME '" +
Utils::String::toUpper(metadata.get("name")) + "' (ERROR CODE " +
Utils::String::toUpper(std::to_string(returnValue) + ")"), 6000);
window->setInfoPopup(s);
}
else {
// Stop showing the game launch notification.
window->stopInfoPopup();
#if defined(_WIN64)
// This code is only needed for Windows, where we may need to keep ES running while
// the game/emulator is in use. It's basically used to pause any playing game video
// and to keep the screensaver from activating.
if (Settings::getInstance()->getBool("RunInBackground"))
window->setLaunchedGame();
else
// Normalize deltaTime so that the screensaver does not start immediately
// when returning from the game.
window->normalizeNextUpdate();
#else
// Normalize deltaTime so that the screensaver does not start immediately
// when returning from the game.
window->normalizeNextUpdate();
#endif
}
Scripting::fireEvent("game-end", rom, getSourceFileData()->metadata.get("name"));
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// Re-enable the text scrolling that was disabled in ViewController on game launch.
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"));
}
CollectionSystemManager::get()->refreshCollectionSystems(gameToUpdate);
gameToUpdate->mSystem->onMetaDataSavePoint();
}
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;
}
std::string CollectionFileData::getKey() {
return getFullPath();
}
FileData* CollectionFileData::getSourceFileData()
{
return mSourceFileData;
}
void CollectionFileData::refreshMetadata()
{
metadata = mSourceFileData->metadata;
mDirty = true;
}
const std::string& CollectionFileData::getName()
{
if (mDirty) {
mCollectionFileName =
Utils::String::removeParenthesis(mSourceFileData->metadata.get("name"));
mCollectionFileName +=
" [" + Utils::String::toUpper(mSourceFileData->getSystem()->getName()) + "]";
mDirty = false;
}
if (Settings::getInstance()->getBool("CollectionShowSystemInfo"))
return mCollectionFileName;
return mSourceFileData->metadata.get("name");
}