ES-DE/src/SystemData.h

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#ifndef _SYSTEMDATA_H_
#define _SYSTEMDATA_H_
#include <vector>
#include <string>
#include "FileData.h"
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#include "Window.h"
#include "MetaData.h"
#include "PlatformId.h"
class SystemData
{
public:
SystemData(const std::string& name, const std::string& fullName, const std::string& startPath, const std::vector<std::string>& extensions,
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const std::string& command, PlatformIds::PlatformId platformId = PlatformIds::PLATFORM_UNKNOWN);
~SystemData();
inline FileData* getRootFolder() const { return mRootFolder; };
inline const std::string& getName() const { return mName; }
inline const std::string& getFullName() const { return mFullName; }
inline const std::string& getStartPath() const { return mStartPath; }
inline const std::vector<std::string>& getExtensions() const { return mSearchExtensions; }
inline PlatformIds::PlatformId getPlatformId() const { return mPlatformId; }
std::string getGamelistPath() const;
bool hasGamelist();
unsigned int getGameCount() const;
void launchGame(Window* window, FileData* game);
static void deleteSystems();
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static bool loadConfig(const std::string& path, bool writeExampleIfNonexistant = true); //Load the system config file at getConfigPath(). Returns true if no errors were encountered. An example can be written if the file doesn't exist.
static void writeExampleConfig(const std::string& path);
static std::string getConfigPath();
static std::vector<SystemData*> sSystemVector;
private:
std::string mName;
std::string mFullName;
std::string mStartPath;
std::vector<std::string> mSearchExtensions;
std::string mLaunchCommand;
PlatformIds::PlatformId mPlatformId;
void populateFolder(FileData* folder);
FileData* mRootFolder;
};
#endif