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

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//
// SystemData.h
//
// Provides data structures for the game systems and populates and indexes them based
// on the configuration in es_systems.cfg 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.
//
#pragma once
#ifndef ES_APP_SYSTEM_DATA_H
#define ES_APP_SYSTEM_DATA_H
#include "PlatformId.h"
2017-11-01 22:21:10 +00:00
#include <algorithm>
#include <memory>
#include <string>
#include <vector>
class FileData;
class FileFilterIndex;
class ThemeData;
struct SystemEnvironmentData
{
std::string mStartPath;
std::vector<std::string> mSearchExtensions;
std::string mLaunchCommand;
std::vector<PlatformIds::PlatformId> mPlatformIds;
};
class SystemData
{
public:
SystemData(const std::string& name,
const std::string& fullName,
SystemEnvironmentData* envData,
const std::string& themeFolder,
bool CollectionSystem = false);
~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 mEnvData->mStartPath; }
inline const std::vector<std::string>& getExtensions() const
{ return mEnvData->mSearchExtensions; }
inline const std::string& getThemeFolder() const { return mThemeFolder; }
inline SystemEnvironmentData* getSystemEnvData() const { return mEnvData; }
inline const std::vector<PlatformIds::PlatformId>& getPlatformIds() const
{ return mEnvData->mPlatformIds; }
inline bool hasPlatformId(PlatformIds::PlatformId id) { if (!mEnvData) return false;
return std::find(mEnvData->mPlatformIds.cbegin(), mEnvData->mPlatformIds.cend(), id)
!= mEnvData->mPlatformIds.cend(); }
inline const std::shared_ptr<ThemeData>& getTheme() const { return mTheme; }
std::string getGamelistPath(bool forWrite) const;
bool hasGamelist() const;
std::string getThemePath() const;
unsigned int getGameCount() const;
unsigned int getDisplayedGameCount() const;
bool getScrapeFlag() { return mScrapeFlag; };
void setScrapeFlag(bool scrapeflag) { mScrapeFlag = scrapeflag; }
static void deleteSystems();
// 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 bool loadConfig();
static void writeExampleConfig(const std::string& path);
static std::string getConfigPath(bool forWrite);
static std::vector<SystemData*> sSystemVector;
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); };
inline bool isCollection() { return mIsCollectionSystem; };
inline bool isGameSystem() { return mIsGameSystem; };
bool isVisible();
SystemData* getNext() const;
SystemData* getPrev() const;
static SystemData* getRandomSystem();
FileData* getRandomGame();
// Load or re-load theme.
void loadTheme();
FileFilterIndex* getIndex() { return mFilterIndex; };
void onMetaDataSavePoint();
void setupSystemSortType(FileData* mRootFolder);
private:
bool mIsCollectionSystem;
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 mThemeFolder;
std::shared_ptr<ThemeData> mTheme;
bool populateFolder(FileData* folder);
void indexAllGameFilters(const FileData* folder);
void setIsGameSystemStatus();
void writeMetaData();
FileFilterIndex* mFilterIndex;
FileData* mRootFolder;
};
#endif // ES_APP_SYSTEM_DATA_H