ES-DE/es-app/src/SystemData.h

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// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// SystemData.h
//
// Provides data structures for the game systems and populates and indexes them based
// on the configuration in es_systems.xml as well as the presence of game ROM files.
// Also provides functions to read and write to the gamelist files and to handle theme
// loading.
//
#ifndef ES_APP_SYSTEM_DATA_H
#define ES_APP_SYSTEM_DATA_H
#include "PlatformId.h"
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#include <algorithm>
#include <map>
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#include <memory>
#include <string>
#include <vector>
class FileData;
class FileFilterIndex;
class ThemeData;
struct SystemEnvironmentData {
std::string mStartPath;
std::vector<std::string> mSearchExtensions;
std::vector<std::pair<std::string, std::string>> mLaunchCommands;
std::vector<PlatformIds::PlatformId> mPlatformIds;
};
class FindRules
{
public:
FindRules();
void loadFindRules();
private:
struct EmulatorRules {
#if defined(_WIN64)
std::vector<std::string> winRegistryPaths;
#endif
std::vector<std::string> systemPaths;
std::vector<std::string> staticPaths;
};
struct CoreRules {
std::vector<std::string> corePaths;
};
std::map<std::string, struct EmulatorRules> mEmulators;
std::map<std::string, struct CoreRules> mCores;
friend FileData;
};
class SystemData
{
public:
SystemData(const std::string& name,
const std::string& fullName,
SystemEnvironmentData* envData,
const std::string& themeFolder,
bool CollectionSystem = false,
bool CustomCollectionSystem = false);
~SystemData();
FileData* getRootFolder() const { return mRootFolder; }
const std::string& getName() const { return mName; }
const std::string& getFullName() const { return mFullName; }
const std::string& getStartPath() const { return mEnvData->mStartPath; }
const std::vector<std::string>& getExtensions() const { return mEnvData->mSearchExtensions; }
const std::string& getThemeFolder() const { return mThemeFolder; }
SystemEnvironmentData* getSystemEnvData() const { return mEnvData; }
const std::vector<PlatformIds::PlatformId>& getPlatformIds() const
{
return mEnvData->mPlatformIds;
}
bool hasPlatformId(PlatformIds::PlatformId id)
{
if (!mEnvData)
return false;
return std::find(mEnvData->mPlatformIds.cbegin(), mEnvData->mPlatformIds.cend(), id) !=
mEnvData->mPlatformIds.cend();
}
const std::shared_ptr<ThemeData>& getTheme() const { return mTheme; }
std::string getGamelistPath(bool forWrite) const;
std::string getThemePath() const;
std::pair<unsigned int, unsigned int> getDisplayedGameCount() const;
bool getScrapeFlag() { return mScrapeFlag; }
void setScrapeFlag(bool scrapeflag) { mScrapeFlag = scrapeflag; }
std::string getAlternativeEmulator() { return mAlternativeEmulator; }
void setAlternativeEmulator(const std::string& command) { mAlternativeEmulator = command; }
std::string getLaunchCommandFromLabel(const std::string& label);
static void deleteSystems();
// Loads the systems configuration file(s) at getConfigPath() and creates the systems.
static bool loadConfig();
static std::vector<std::string> getConfigPath(bool legacyWarning);
// Generates the game system directories and information files based on es_systems.xml.
static bool createSystemDirectories();
static std::vector<SystemData*> sSystemVector;
static std::unique_ptr<FindRules> sFindRules;
std::vector<SystemData*>::const_iterator getIterator() const
{
return std::find(sSystemVector.cbegin(), sSystemVector.cend(), this);
}
std::vector<SystemData*>::const_reverse_iterator getRevIterator() const
{
return std::find(sSystemVector.crbegin(), sSystemVector.crend(), this);
}
bool isCollection() { return mIsCollectionSystem; }
bool isCustomCollection() { return mIsCustomCollectionSystem; }
bool isGroupedCustomCollection() { return mIsGroupedCustomCollectionSystem; }
void setIsGroupedCustomCollection(bool isGroupedCustom)
{
mIsGroupedCustomCollectionSystem = isGroupedCustom;
};
bool isGameSystem() { return mIsGameSystem; }
bool isVisible();
SystemData* getNext() const;
SystemData* getPrev() const;
static SystemData* getRandomSystem(const SystemData* currentSystem);
FileData* getRandomGame(const FileData* currentGame = nullptr);
FileData* getPlaceholder() { return mPlaceholder; }
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void sortSystem(bool reloadGamelist = true, bool jumpToFirstRow = false);
// Load or re-load theme.
void loadTheme();
FileFilterIndex* getIndex() { return mFilterIndex; }
void onMetaDataSavePoint();
void writeMetaData();
void setupSystemSortType(FileData* mRootFolder);
private:
bool mIsCollectionSystem;
bool mIsCustomCollectionSystem;
bool mIsGroupedCustomCollectionSystem;
bool mIsGameSystem;
bool mScrapeFlag; // Only used by scraper GUI to remember which systems to scrape.
std::string mName;
std::string mFullName;
SystemEnvironmentData* mEnvData;
std::string mAlternativeEmulator;
std::string mThemeFolder;
std::shared_ptr<ThemeData> mTheme;
bool populateFolder(FileData* folder);
void indexAllGameFilters(const FileData* folder);
void setIsGameSystemStatus();
FileFilterIndex* mFilterIndex;
FileData* mRootFolder;
FileData* mPlaceholder;
};
#endif // ES_APP_SYSTEM_DATA_H