2020-05-24 08:29:29 +00:00
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//
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2020-06-21 12:25:28 +00:00
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// SystemData.cpp
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2020-05-24 08:29:29 +00:00
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//
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2020-06-21 12:25:28 +00:00
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// Provides data structures for the game systems and populates and indexes them based
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// on the configuration in es_systems.cfg as well as the presence of game ROM files.
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// Also provides functions to read and write to the gamelist files and to handle theme
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// loading.
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2020-05-24 08:29:29 +00:00
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//
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2014-06-25 16:29:58 +00:00
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#include "SystemData.h"
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2017-11-01 22:21:10 +00:00
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2018-01-09 22:55:09 +00:00
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#include "utils/FileSystemUtil.h"
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2020-06-18 15:09:32 +00:00
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#include "utils/StringUtil.h"
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2017-11-01 22:21:10 +00:00
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#include "CollectionSystemManager.h"
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#include "FileFilterIndex.h"
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#include "FileSorts.h"
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2014-06-25 16:29:58 +00:00
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#include "Gamelist.h"
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#include "Log.h"
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2020-06-21 10:26:21 +00:00
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#include "Platform.h"
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2014-06-25 16:29:58 +00:00
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#include "Settings.h"
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2017-11-01 22:21:10 +00:00
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#include "ThemeData.h"
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2017-12-01 19:28:45 +00:00
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#include "views/UIModeController.h"
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2017-11-10 19:16:42 +00:00
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#include <pugixml/src/pugixml.hpp>
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2017-11-01 22:21:10 +00:00
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#include <fstream>
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#ifdef WIN32
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#include <Windows.h>
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#endif
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2014-06-25 16:29:58 +00:00
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std::vector<SystemData*> SystemData::sSystemVector;
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2020-05-24 08:29:29 +00:00
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SystemData::SystemData(
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2020-06-21 12:25:28 +00:00
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const std::string& name,
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const std::string& fullName,
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SystemEnvironmentData* envData,
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const std::string& themeFolder,
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bool CollectionSystem)
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: mName(name),
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mFullName(fullName),
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mEnvData(envData),
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mThemeFolder(themeFolder),
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mIsCollectionSystem(CollectionSystem),
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mIsGameSystem(true),
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mScrapeFlag(false)
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2014-06-25 16:29:58 +00:00
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{
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2020-06-21 12:25:28 +00:00
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mFilterIndex = new FileFilterIndex();
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// If it's an actual system, initialize it, if not, just create the data structure.
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if (!CollectionSystem) {
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mRootFolder = new FileData(FOLDER, mEnvData->mStartPath, mEnvData, this);
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mRootFolder->metadata.set("name", mFullName);
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if (!Settings::getInstance()->getBool("ParseGamelistOnly"))
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populateFolder(mRootFolder);
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if (!Settings::getInstance()->getBool("IgnoreGamelist"))
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parseGamelist(this);
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setupSystemSortType(mRootFolder);
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mRootFolder->sort(getSortTypeFromString(mRootFolder->getSortTypeString()),
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Settings::getInstance()->getBool("FavoritesFirst"));
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indexAllGameFilters(mRootFolder);
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}
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else {
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// Virtual systems are updated afterwards by CollectionSystemManager.
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// We're just creating the data structure here.
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mRootFolder = new FileData(FOLDER, "" + name, mEnvData, this);
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setupSystemSortType(mRootFolder);
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}
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setIsGameSystemStatus();
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loadTheme();
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2014-06-25 16:29:58 +00:00
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}
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SystemData::~SystemData()
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{
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2020-06-21 12:25:28 +00:00
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if (Settings::getInstance()->getString("SaveGamelistsMode") == "on exit")
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writeMetaData();
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2014-06-25 16:29:58 +00:00
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2020-06-21 12:25:28 +00:00
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delete mRootFolder;
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delete mFilterIndex;
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2014-06-25 16:29:58 +00:00
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}
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2017-06-12 16:38:59 +00:00
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void SystemData::setIsGameSystemStatus()
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2014-06-25 16:29:58 +00:00
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{
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2020-06-21 12:25:28 +00:00
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// We exclude non-game systems from specific operations (i.e. the "RetroPie" system, at least).
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// If/when there are more in the future, maybe this can be a more complex method, with a proper
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// list but for now a simple string comparison is more performant.
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mIsGameSystem = (mName != "retropie");
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2014-06-25 16:29:58 +00:00
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}
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void SystemData::populateFolder(FileData* folder)
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{
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2020-06-21 12:25:28 +00:00
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const std::string& folderPath = folder->getPath();
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if (!Utils::FileSystem::isDirectory(folderPath)) {
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LOG(LogWarning) << "Error - folder with path \"" << folderPath << "\" is not a directory!";
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return;
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}
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// Make sure that this isn't a symlink to an object we already have.
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if (Utils::FileSystem::isSymlink(folderPath)) {
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// If this symlink resolves to somewhere that's at the beginning of our
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// path, it's going to create a recursive loop. Make sure to avoid this.
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if (folderPath.find(Utils::FileSystem::getCanonicalPath(folderPath)) == 0) {
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LOG(LogWarning) << "Skipping infinitely recursive symlink \"" << folderPath << "\"";
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return;
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}
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}
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std::string filePath;
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std::string extension;
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bool isGame;
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bool showHidden = Settings::getInstance()->getBool("ShowHiddenFiles");
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Utils::FileSystem::stringList dirContent = Utils::FileSystem::getDirContent(folderPath);
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for (Utils::FileSystem::stringList::const_iterator it = dirContent.cbegin();
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it != dirContent.cend(); ++it) {
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filePath = *it;
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// Skip hidden files and folders.
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if (!showHidden && Utils::FileSystem::isHidden(filePath))
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continue;
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// This is a little complicated because we allow a list
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// of extensions to be defined (delimited with a space).
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// We first get the extension of the file itself:
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extension = Utils::FileSystem::getExtension(filePath);
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// FYI, folders *can* also match the extension and be added as games.
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// This is mostly just to support higan.
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// See issue #75: https://github.com/Aloshi/EmulationStation/issues/75
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isGame = false;
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if (std::find(mEnvData->mSearchExtensions.cbegin(), mEnvData->mSearchExtensions.cend(),
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extension) != mEnvData->mSearchExtensions.cend()) {
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FileData* newGame = new FileData(GAME, filePath, mEnvData, this);
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// Prevent new arcade assets from being added.
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if (!newGame->isArcadeAsset()) {
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folder->addChild(newGame);
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isGame = true;
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}
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}
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// Add directories that also do not match an extension as folders.
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if (!isGame && Utils::FileSystem::isDirectory(filePath)) {
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FileData* newFolder = new FileData(FOLDER, filePath, mEnvData, this);
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populateFolder(newFolder);
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// Ignore folders that do not contain games.
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if (newFolder->getChildrenByFilename().size() == 0)
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delete newFolder;
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else
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folder->addChild(newFolder);
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}
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}
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2014-06-25 16:29:58 +00:00
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}
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2017-11-04 16:03:24 +00:00
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void SystemData::indexAllGameFilters(const FileData* folder)
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{
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2020-06-21 12:25:28 +00:00
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const std::vector<FileData*>& children = folder->getChildren();
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for (std::vector<FileData*>::const_iterator it = children.cbegin();
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it != children.cend(); ++it) {
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switch ((*it)->getType()) {
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case GAME: {
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mFilterIndex->addToIndex(*it);
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}
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break;
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case FOLDER: {
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indexAllGameFilters(*it);
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}
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break;
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}
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}
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2017-11-04 16:03:24 +00:00
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}
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2014-06-25 16:29:58 +00:00
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std::vector<std::string> readList(const std::string& str, const char* delims = " \t\r\n,")
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{
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2020-06-21 12:25:28 +00:00
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std::vector<std::string> ret;
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2014-06-25 16:29:58 +00:00
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2020-06-21 12:25:28 +00:00
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size_t prevOff = str.find_first_not_of(delims, 0);
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size_t off = str.find_first_of(delims, prevOff);
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while (off != std::string::npos || prevOff != std::string::npos) {
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ret.push_back(str.substr(prevOff, off - prevOff));
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2014-06-25 16:29:58 +00:00
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2020-06-21 12:25:28 +00:00
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prevOff = str.find_first_not_of(delims, off);
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off = str.find_first_of(delims, prevOff);
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}
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2014-06-25 16:29:58 +00:00
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2020-06-21 12:25:28 +00:00
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return ret;
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2014-06-25 16:29:58 +00:00
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}
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2020-05-24 08:29:29 +00:00
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// Creates systems from information located in a config file.
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2014-06-25 16:29:58 +00:00
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bool SystemData::loadConfig()
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{
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2020-06-21 12:25:28 +00:00
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deleteSystems();
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std::string path = getConfigPath(false);
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const std::string rompath = FileData::getROMDirectory();
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LOG(LogInfo) << "Loading system config file " << path << "...";
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if (!Utils::FileSystem::exists(path)) {
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LOG(LogError) << "es_systems.cfg file does not exist!";
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writeExampleConfig(getConfigPath(true));
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return false;
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}
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pugi::xml_document doc;
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pugi::xml_parse_result res = doc.load_file(path.c_str());
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if (!res) {
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LOG(LogError) << "Could not parse es_systems.cfg file!";
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LOG(LogError) << res.description();
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return false;
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}
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// Actually read the file.
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pugi::xml_node systemList = doc.child("systemList");
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if (!systemList) {
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LOG(LogError) << "es_systems.cfg is missing the <systemList> tag!";
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return false;
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}
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for (pugi::xml_node system = systemList.child("system"); system;
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system = system.next_sibling("system")) {
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std::string name, fullname, path, cmd, themeFolder;
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name = system.child("name").text().get();
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fullname = system.child("fullname").text().get();
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path = system.child("path").text().get();
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// If there is a %ROMPATH% variable set for the system, expand it. By doing this
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// it's possible to use either absolute ROM paths in es_systems.cfg or to utilize
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// the ROM path configured as ROMDirectory in es_settings.cfg. If it's set to ""
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// in this configuration file, the default hardcoded path $HOME/ROMs/ will be used.
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path = Utils::String::replace(path, "%ROMPATH%", rompath);
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path = Utils::String::replace(path, "//", "/");
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// Convert extensions list from a string into a vector of strings.
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std::vector<std::string> extensions = readList(system.child("extension").text().get());
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cmd = system.child("command").text().get();
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// Platform ID list
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const char* platformList = system.child("platform").text().get();
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std::vector<std::string> platformStrs = readList(platformList);
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std::vector<PlatformIds::PlatformId> platformIds;
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for (auto it = platformStrs.cbegin(); it != platformStrs.cend(); it++) {
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const char* str = it->c_str();
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PlatformIds::PlatformId platformId = PlatformIds::getPlatformId(str);
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if (platformId == PlatformIds::PLATFORM_IGNORE) {
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// When platform is PLATFORM_IGNORE, do not allow other platforms.
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platformIds.clear();
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platformIds.push_back(platformId);
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break;
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}
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// If there appears to be an actual platform ID supplied
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// but it didn't match the list, generate a warning.
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if (str != NULL && str[0] != '\0' && platformId == PlatformIds::PLATFORM_UNKNOWN)
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LOG(LogWarning) << " Unknown platform for system \"" << name << "\" (platform \""
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<< str << "\" from list \"" << platformList << "\")";
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else if (platformId != PlatformIds::PLATFORM_UNKNOWN)
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platformIds.push_back(platformId);
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}
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// Theme folder.
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themeFolder = system.child("theme").text().as_string(name.c_str());
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// Validate.
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if (name.empty() || path.empty() || extensions.empty() || cmd.empty()) {
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LOG(LogError) << "System \"" << name <<
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"\" is missing name, path, extension, or command!";
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continue;
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}
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// Convert path to generic directory seperators.
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path = Utils::FileSystem::getGenericPath(path);
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// Expand home symbol if the startpath contains ~
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if (path[0] == '~')
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{
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path.erase(0, 1);
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path.insert(0, Utils::FileSystem::getHomePath());
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}
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// Create the system runtime environment data.
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SystemEnvironmentData* envData = new SystemEnvironmentData;
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envData->mStartPath = path;
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envData->mSearchExtensions = extensions;
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envData->mLaunchCommand = cmd;
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envData->mPlatformIds = platformIds;
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SystemData* newSys = new SystemData(name, fullname, envData, themeFolder);
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if (newSys->getRootFolder()->getChildrenByFilename().size() == 0) {
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LOG(LogWarning) << "System \"" << name << "\" has no games! Ignoring it.";
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delete newSys;
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}
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else {
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sSystemVector.push_back(newSys);
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}
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}
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// Don't load any collections if there are no systems available.
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if (sSystemVector.size() > 0)
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CollectionSystemManager::get()->loadCollectionSystems();
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return true;
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2014-06-25 16:29:58 +00:00
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}
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void SystemData::writeExampleConfig(const std::string& path)
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{
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2020-06-21 12:25:28 +00:00
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std::ofstream file(path.c_str());
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file << "<!-- This is the EmulationStation Systems configuration file.\n"
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"All systems must be contained within the <systemList> tag.-->\n"
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"\n"
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"<systemList>\n"
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" <!-- Here's an example system to get you started. -->\n"
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" <system>\n"
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"\n"
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" <!-- A short name, used internally. Traditionally lower-case. -->\n"
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" <name>nes</name>\n"
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"\n"
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" <!-- A \"pretty\" name, displayed in menus and such. -->\n"
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" <fullname>Nintendo Entertainment System</fullname>\n"
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"\n"
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" <!-- The path to start searching for ROMs in. '~' will be expanded to $HOME on Linux or %HOMEPATH% on Windows. -->\n"
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" <path>~/roms/nes</path>\n"
|
|
|
|
"\n"
|
|
|
|
" <!-- A list of extensions to search for, delimited by any of the whitespace characters (\", \\r\\n\\t\").\n"
|
|
|
|
" You MUST include the period at the start of the extension! It's also case sensitive. -->\n"
|
|
|
|
" <extension>.nes .NES</extension>\n"
|
|
|
|
"\n"
|
|
|
|
" <!-- The shell command executed when a game is selected. A few special tags are replaced if found in a command:\n"
|
|
|
|
" %ROM% is replaced by a bash-special-character-escaped absolute path to the ROM.\n"
|
|
|
|
" %BASENAME% is replaced by the \"base\" name of the ROM. For example, \"/foo/bar.rom\" would have a basename of \"bar\". Useful for MAME.\n"
|
|
|
|
" %ROM_RAW% is the raw, unescaped path to the ROM. -->\n"
|
|
|
|
" <command>retroarch -L ~/cores/libretro-fceumm.so %ROM%</command>\n"
|
|
|
|
"\n"
|
|
|
|
" <!-- The platform to use when scraping. You can see the full list of accepted platforms in src/PlatformIds.cpp.\n"
|
|
|
|
" It's case sensitive, but everything is lowercase. This tag is optional.\n"
|
|
|
|
" You can use multiple platforms too, delimited with any of the whitespace characters (\", \\r\\n\\t\"), eg: \"genesis, megadrive\" -->\n"
|
|
|
|
" <platform>nes</platform>\n"
|
|
|
|
"\n"
|
|
|
|
" <!-- The theme to load from the current theme set. See THEMES.md for more information.\n"
|
|
|
|
" This tag is optional. If not set, it will default to the value of <name>. -->\n"
|
|
|
|
" <theme>nes</theme>\n"
|
|
|
|
" </system>\n"
|
|
|
|
"</systemList>\n";
|
|
|
|
|
|
|
|
file.close();
|
|
|
|
|
|
|
|
LOG(LogError) << "Example config written! Go read it at \"" << path << "\"!";
|
2014-06-25 16:29:58 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void SystemData::deleteSystems()
|
|
|
|
{
|
2020-06-21 12:25:28 +00:00
|
|
|
for (unsigned int i = 0; i < sSystemVector.size(); i++)
|
|
|
|
delete sSystemVector.at(i);
|
2020-05-24 08:29:29 +00:00
|
|
|
|
2020-06-21 12:25:28 +00:00
|
|
|
sSystemVector.clear();
|
2014-06-25 16:29:58 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
std::string SystemData::getConfigPath(bool forWrite)
|
|
|
|
{
|
2020-06-21 12:25:28 +00:00
|
|
|
std::string path = Utils::FileSystem::getHomePath() + "/.emulationstation/es_systems.cfg";
|
|
|
|
if (forWrite || Utils::FileSystem::exists(path))
|
|
|
|
return path;
|
2014-06-25 16:29:58 +00:00
|
|
|
|
2020-06-21 12:25:28 +00:00
|
|
|
return "/etc/emulationstation/es_systems.cfg";
|
2014-06-25 16:29:58 +00:00
|
|
|
}
|
|
|
|
|
2017-12-01 19:28:45 +00:00
|
|
|
bool SystemData::isVisible()
|
|
|
|
{
|
2019-08-25 15:23:02 +00:00
|
|
|
return (getDisplayedGameCount() > 0 ||
|
2017-12-01 19:28:45 +00:00
|
|
|
(UIModeController::getInstance()->isUIModeFull() && mIsCollectionSystem) ||
|
|
|
|
(mIsCollectionSystem && mName == "favorites"));
|
|
|
|
}
|
|
|
|
|
2017-09-08 13:20:07 +00:00
|
|
|
SystemData* SystemData::getNext() const
|
|
|
|
{
|
2020-06-21 12:25:28 +00:00
|
|
|
std::vector<SystemData*>::const_iterator it = getIterator();
|
2017-09-08 13:20:07 +00:00
|
|
|
|
2020-06-21 12:25:28 +00:00
|
|
|
// As we are starting in a valid gamelistview, this will
|
|
|
|
// always succeed, even if we have to come full circle.
|
|
|
|
do {
|
|
|
|
it++;
|
|
|
|
if (it == sSystemVector.cend())
|
|
|
|
it = sSystemVector.cbegin();
|
|
|
|
} while (!(*it)->isVisible());
|
2017-09-08 13:20:07 +00:00
|
|
|
|
2020-06-21 12:25:28 +00:00
|
|
|
return *it;
|
2017-09-08 13:20:07 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
SystemData* SystemData::getPrev() const
|
|
|
|
{
|
2020-06-21 12:25:28 +00:00
|
|
|
std::vector<SystemData*>::const_reverse_iterator it = getRevIterator();
|
2017-11-11 14:56:22 +00:00
|
|
|
|
2020-06-21 12:25:28 +00:00
|
|
|
// As we are starting in a valid gamelistview, this will
|
|
|
|
// always succeed, even if we have to come full circle.
|
|
|
|
do {
|
|
|
|
it++;
|
|
|
|
if (it == sSystemVector.crend())
|
|
|
|
it = sSystemVector.crbegin();
|
|
|
|
} while (!(*it)->isVisible());
|
2017-09-08 13:20:07 +00:00
|
|
|
|
2020-06-21 12:25:28 +00:00
|
|
|
return *it;
|
2017-09-08 13:20:07 +00:00
|
|
|
}
|
|
|
|
|
2014-06-25 16:29:58 +00:00
|
|
|
std::string SystemData::getGamelistPath(bool forWrite) const
|
|
|
|
{
|
2020-06-21 12:25:28 +00:00
|
|
|
std::string filePath;
|
2014-06-25 16:29:58 +00:00
|
|
|
|
2020-06-21 12:25:28 +00:00
|
|
|
filePath = mRootFolder->getPath() + "/gamelist.xml";
|
|
|
|
if (Utils::FileSystem::exists(filePath))
|
|
|
|
return filePath;
|
2014-06-25 16:29:58 +00:00
|
|
|
|
2020-06-21 12:25:28 +00:00
|
|
|
filePath = Utils::FileSystem::getHomePath() + "/.emulationstation/gamelists/" +
|
|
|
|
mName + "/gamelist.xml";
|
|
|
|
// Make sure the directory exists if we're going to write to it, or crashes will happen.
|
|
|
|
if (forWrite)
|
|
|
|
Utils::FileSystem::createDirectory(Utils::FileSystem::getParent(filePath));
|
|
|
|
if (forWrite || Utils::FileSystem::exists(filePath))
|
|
|
|
return filePath;
|
2014-06-25 16:29:58 +00:00
|
|
|
|
2020-06-21 12:25:28 +00:00
|
|
|
return "/etc/emulationstation/gamelists/" + mName + "/gamelist.xml";
|
2014-06-25 16:29:58 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
std::string SystemData::getThemePath() const
|
|
|
|
{
|
2020-06-21 12:25:28 +00:00
|
|
|
// Locations where we check for themes, in the following order:
|
|
|
|
// 1. [SYSTEM_PATH]/theme.xml
|
|
|
|
// 2. System theme from currently selected theme set [CURRENT_THEME_PATH]/[SYSTEM]/theme.xml
|
|
|
|
// 3. Default system theme from currently selected theme set [CURRENT_THEME_PATH]/theme.xml
|
2014-06-25 16:29:58 +00:00
|
|
|
|
2020-06-21 12:25:28 +00:00
|
|
|
// First, check game folder.
|
|
|
|
std::string localThemePath = mRootFolder->getPath() + "/theme.xml";
|
|
|
|
if (Utils::FileSystem::exists(localThemePath))
|
|
|
|
return localThemePath;
|
2014-06-25 16:29:58 +00:00
|
|
|
|
2020-06-21 12:25:28 +00:00
|
|
|
// Not in game folder, try system theme in theme sets.
|
|
|
|
localThemePath = ThemeData::getThemeFromCurrentSet(mThemeFolder);
|
2017-05-14 04:07:28 +00:00
|
|
|
|
2020-06-21 12:25:28 +00:00
|
|
|
if (Utils::FileSystem::exists(localThemePath))
|
|
|
|
return localThemePath;
|
2017-05-14 04:07:28 +00:00
|
|
|
|
2020-06-21 12:25:28 +00:00
|
|
|
// Not system theme, try default system theme in theme set.
|
|
|
|
localThemePath = Utils::FileSystem::getParent(Utils::FileSystem::getParent(localThemePath)) +
|
|
|
|
"/theme.xml";
|
2017-05-14 04:07:28 +00:00
|
|
|
|
2020-06-21 12:25:28 +00:00
|
|
|
return localThemePath;
|
2014-06-25 16:29:58 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
bool SystemData::hasGamelist() const
|
|
|
|
{
|
2020-06-21 12:25:28 +00:00
|
|
|
return (Utils::FileSystem::exists(getGamelistPath(false)));
|
2014-06-25 16:29:58 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
unsigned int SystemData::getGameCount() const
|
|
|
|
{
|
2020-06-21 12:25:28 +00:00
|
|
|
return (unsigned int)mRootFolder->getFilesRecursive(GAME).size();
|
2014-06-25 16:29:58 +00:00
|
|
|
}
|
|
|
|
|
2017-06-12 16:38:59 +00:00
|
|
|
SystemData* SystemData::getRandomSystem()
|
|
|
|
{
|
2020-06-21 12:25:28 +00:00
|
|
|
// This is a bit brute force.
|
|
|
|
// It might be more efficient to just do a while (!gameSystem) do random again...
|
|
|
|
unsigned int total = 0;
|
|
|
|
for (auto it = sSystemVector.cbegin(); it != sSystemVector.cend(); it++) {
|
|
|
|
if ((*it)->isGameSystem())
|
|
|
|
total++;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Get a random number in range.
|
|
|
|
int target = (int)Math::round((std::rand() / (float)RAND_MAX) * (total - 1));
|
|
|
|
for (auto it = sSystemVector.cbegin(); it != sSystemVector.cend(); it++)
|
|
|
|
{
|
|
|
|
if ((*it)->isGameSystem()) {
|
|
|
|
if (target > 0)
|
|
|
|
target--;
|
|
|
|
else
|
|
|
|
return (*it);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// If we end up here, there is no valid system.
|
|
|
|
return NULL;
|
2017-06-12 16:38:59 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
FileData* SystemData::getRandomGame()
|
|
|
|
{
|
2020-06-21 12:25:28 +00:00
|
|
|
std::vector<FileData*> list = mRootFolder->getFilesRecursive(GAME, true);
|
|
|
|
unsigned int total = (int)list.size();
|
|
|
|
int target = 0;
|
2020-05-24 08:29:29 +00:00
|
|
|
|
2020-06-21 12:25:28 +00:00
|
|
|
// Get a random number in range.
|
|
|
|
if (total == 0)
|
|
|
|
return NULL;
|
|
|
|
target = (int)Math::round((std::rand() / (float)RAND_MAX) * (total - 1));
|
2020-05-24 08:29:29 +00:00
|
|
|
|
2020-06-21 12:25:28 +00:00
|
|
|
return list.at(target);
|
2017-06-12 16:38:59 +00:00
|
|
|
}
|
|
|
|
|
2017-03-18 17:54:39 +00:00
|
|
|
unsigned int SystemData::getDisplayedGameCount() const
|
|
|
|
{
|
2020-06-21 12:25:28 +00:00
|
|
|
return (unsigned int)mRootFolder->getFilesRecursive(GAME, true).size();
|
2017-03-18 17:54:39 +00:00
|
|
|
}
|
|
|
|
|
2014-06-25 16:29:58 +00:00
|
|
|
void SystemData::loadTheme()
|
|
|
|
{
|
2020-06-21 12:25:28 +00:00
|
|
|
mTheme = std::make_shared<ThemeData>();
|
|
|
|
|
|
|
|
std::string path = getThemePath();
|
|
|
|
|
|
|
|
if (!Utils::FileSystem::exists(path)) // No theme available for this platform.
|
|
|
|
return;
|
|
|
|
|
|
|
|
try {
|
|
|
|
// Build map with system variables for theme to use.
|
|
|
|
std::map<std::string, std::string> sysData;
|
|
|
|
sysData.insert(std::pair<std::string, std::string>("system.name", getName()));
|
|
|
|
sysData.insert(std::pair<std::string, std::string>("system.theme", getThemeFolder()));
|
|
|
|
sysData.insert(std::pair<std::string, std::string>("system.fullName", getFullName()));
|
|
|
|
|
|
|
|
mTheme->loadFile(sysData, path);
|
|
|
|
}
|
|
|
|
catch (ThemeException& e) {
|
|
|
|
LOG(LogError) << e.what();
|
|
|
|
mTheme = std::make_shared<ThemeData>(); // Reset to empty.
|
|
|
|
}
|
2014-06-25 16:29:58 +00:00
|
|
|
}
|
2019-08-24 14:22:02 +00:00
|
|
|
|
|
|
|
void SystemData::writeMetaData() {
|
2020-06-21 12:25:28 +00:00
|
|
|
if (Settings::getInstance()->getBool("IgnoreGamelist") || mIsCollectionSystem)
|
|
|
|
return;
|
2019-08-24 14:22:02 +00:00
|
|
|
|
2020-06-21 12:25:28 +00:00
|
|
|
// Save changed game data back to xml.
|
|
|
|
updateGamelist(this);
|
2019-08-24 14:22:02 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void SystemData::onMetaDataSavePoint() {
|
2020-06-21 12:25:28 +00:00
|
|
|
if (Settings::getInstance()->getString("SaveGamelistsMode") != "always")
|
|
|
|
return;
|
2019-08-24 14:22:02 +00:00
|
|
|
|
2020-06-21 12:25:28 +00:00
|
|
|
writeMetaData();
|
2019-08-24 14:22:02 +00:00
|
|
|
}
|
2020-05-24 08:29:29 +00:00
|
|
|
|
|
|
|
void SystemData::setupSystemSortType(FileData* mRootFolder)
|
|
|
|
{
|
2020-06-21 12:25:28 +00:00
|
|
|
// If DefaultSortOrder is set to something, check that it is actually a valid value.
|
|
|
|
if (Settings::getInstance()->getString("DefaultSortOrder") != "") {
|
|
|
|
for (unsigned int i = 0; i < FileSorts::SortTypes.size(); i++) {
|
|
|
|
if (FileSorts::SortTypes.at(i).description ==
|
|
|
|
Settings::getInstance()->getString("DefaultSortOrder")) {
|
|
|
|
mRootFolder->setSortTypeString(Settings::getInstance()->
|
|
|
|
getString("DefaultSortOrder"));
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// If no valid sort type was defined in the configuration
|
|
|
|
// file, set sorting to "filename, ascending".
|
|
|
|
if (mRootFolder->getSortTypeString() == "")
|
|
|
|
mRootFolder->setSortTypeString(FileSorts::SortTypes.at(0).description);
|
2020-05-24 08:29:29 +00:00
|
|
|
}
|