ES-DE/es-app/src/CollectionSystemManager.cpp

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#include "CollectionSystemManager.h"
#include "guis/GuiInfoPopup.h"
#include "views/gamelist/IGameListView.h"
#include "views/ViewController.h"
#include "FileData.h"
#include "FileFilterIndex.h"
#include "Log.h"
#include "Settings.h"
#include "SystemData.h"
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#include "ThemeData.h"
#include "Util.h"
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#include <boost/algorithm/string/predicate.hpp>
#include <boost/filesystem/operations.hpp>
#include <boost/xpressive/xpressive.hpp>
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#include <pugixml/src/pugixml.hpp>
#include <fstream>
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#include <unordered_map>
namespace fs = boost::filesystem;
std::string myCollectionsName = "collections";
/* Handling the getting, initialization, deinitialization, saving and deletion of
* a CollectionSystemManager Instance */
CollectionSystemManager* CollectionSystemManager::sInstance = NULL;
CollectionSystemManager::CollectionSystemManager(Window* window) : mWindow(window)
{
CollectionSystemDecl systemDecls[] = {
//type name long name //default sort // theme folder // isCustom
{ AUTO_ALL_GAMES, "all", "all games", "filename, ascending", "auto-allgames", false },
{ AUTO_LAST_PLAYED, "recent", "last played", "last played, descending", "auto-lastplayed", false },
{ AUTO_FAVORITES, "favorites", "favorites", "filename, ascending", "auto-favorites", false },
{ CUSTOM_COLLECTION, myCollectionsName, "collections", "filename, ascending", "custom-collections", true }
};
// create a map
std::vector<CollectionSystemDecl> tempSystemDecl = std::vector<CollectionSystemDecl>(systemDecls, systemDecls + sizeof(systemDecls) / sizeof(systemDecls[0]));
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for (std::vector<CollectionSystemDecl>::const_iterator it = tempSystemDecl.cbegin(); it != tempSystemDecl.cend(); ++it )
{
mCollectionSystemDeclsIndex[(*it).name] = (*it);
}
// creating standard environment data
mCollectionEnvData = new SystemEnvironmentData;
mCollectionEnvData->mStartPath = "";
std::vector<std::string> exts;
mCollectionEnvData->mSearchExtensions = exts;
mCollectionEnvData->mLaunchCommand = "";
std::vector<PlatformIds::PlatformId> allPlatformIds;
allPlatformIds.push_back(PlatformIds::PLATFORM_IGNORE);
mCollectionEnvData->mPlatformIds = allPlatformIds;
std::string path = getCollectionsFolder();
if(!fs::exists(path))
fs::create_directory(path);
mIsEditingCustom = false;
mEditingCollection = "Favorites";
mEditingCollectionSystemData = NULL;
mCustomCollectionsBundle = NULL;
}
CollectionSystemManager::~CollectionSystemManager()
{
assert(sInstance == this);
removeCollectionsFromDisplayedSystems();
// iterate the map
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for(std::map<std::string, CollectionSystemData>::const_iterator it = mCustomCollectionSystemsData.cbegin() ; it != mCustomCollectionSystemsData.cend() ; it++ )
{
if (it->second.isPopulated)
{
saveCustomCollection(it->second.system);
}
delete it->second.system;
}
sInstance = NULL;
}
CollectionSystemManager* CollectionSystemManager::get()
{
assert(sInstance);
return sInstance;
}
void CollectionSystemManager::init(Window* window)
{
assert(!sInstance);
sInstance = new CollectionSystemManager(window);
}
void CollectionSystemManager::deinit()
{
if (sInstance)
{
delete sInstance;
}
}
void CollectionSystemManager::saveCustomCollection(SystemData* sys)
{
std::string name = sys->getName();
std::unordered_map<std::string, FileData*> games = sys->getRootFolder()->getChildrenByFilename();
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bool found = mCustomCollectionSystemsData.find(name) != mCustomCollectionSystemsData.cend();
if (found) {
CollectionSystemData sysData = mCustomCollectionSystemsData.at(name);
if (sysData.needsSave)
{
std::ofstream configFile;
configFile.open(getCustomCollectionConfigPath(name));
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for(std::unordered_map<std::string, FileData*>::const_iterator iter = games.cbegin(); iter != games.cend(); ++iter)
{
std::string path = iter->first;
configFile << path << std::endl;
}
configFile.close();
}
}
else
{
LOG(LogError) << "Couldn't find collection to save! " << name;
}
}
/* Methods to load all Collections into memory, and handle enabling the active ones */
// loads all Collection Systems
void CollectionSystemManager::loadCollectionSystems()
{
initAutoCollectionSystems();
CollectionSystemDecl decl = mCollectionSystemDeclsIndex[myCollectionsName];
mCustomCollectionsBundle = createNewCollectionEntry(decl.name, decl, false);
// we will also load custom systems here
initCustomCollectionSystems();
if(Settings::getInstance()->getString("CollectionSystemsAuto") != "" || Settings::getInstance()->getString("CollectionSystemsCustom") != "")
{
// Now see which ones are enabled
loadEnabledListFromSettings();
// add to the main System Vector, and create Views as needed
updateSystemsList();
}
}
// loads settings
void CollectionSystemManager::loadEnabledListFromSettings()
{
// we parse the auto collection settings list
std::vector<std::string> autoSelected = commaStringToVector(Settings::getInstance()->getString("CollectionSystemsAuto"));
// iterate the map
for(std::map<std::string, CollectionSystemData>::iterator it = mAutoCollectionSystemsData.begin() ; it != mAutoCollectionSystemsData.end() ; it++ )
{
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it->second.isEnabled = (std::find(autoSelected.cbegin(), autoSelected.cend(), it->first) != autoSelected.cend());
}
// we parse the custom collection settings list
std::vector<std::string> customSelected = commaStringToVector(Settings::getInstance()->getString("CollectionSystemsCustom"));
// iterate the map
for(std::map<std::string, CollectionSystemData>::iterator it = mCustomCollectionSystemsData.begin() ; it != mCustomCollectionSystemsData.end() ; it++ )
{
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it->second.isEnabled = (std::find(customSelected.cbegin(), customSelected.cend(), it->first) != customSelected.cend());
}
}
// updates enabled system list in System View
void CollectionSystemManager::updateSystemsList()
{
// remove all Collection Systems
removeCollectionsFromDisplayedSystems();
// add custom enabled ones
addEnabledCollectionsToDisplayedSystems(&mCustomCollectionSystemsData);
if(Settings::getInstance()->getBool("SortAllSystems"))
{
// sort custom individual systems with other systems
std::sort(SystemData::sSystemVector.begin(), SystemData::sSystemVector.end(), systemSort);
// move RetroPie system to end, before auto collections
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for(auto sysIt = SystemData::sSystemVector.cbegin(); sysIt != SystemData::sSystemVector.cend(); )
{
if ((*sysIt)->getName() == "retropie")
{
SystemData* retroPieSystem = (*sysIt);
sysIt = SystemData::sSystemVector.erase(sysIt);
SystemData::sSystemVector.push_back(retroPieSystem);
break;
}
else
{
sysIt++;
}
}
}
if(mCustomCollectionsBundle->getRootFolder()->getChildren().size() > 0)
{
mCustomCollectionsBundle->getRootFolder()->sort(getSortTypeFromString(mCollectionSystemDeclsIndex[myCollectionsName].defaultSort));
SystemData::sSystemVector.push_back(mCustomCollectionsBundle);
}
// add auto enabled ones
addEnabledCollectionsToDisplayedSystems(&mAutoCollectionSystemsData);
// create views for collections, before reload
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for(auto sysIt = SystemData::sSystemVector.cbegin(); sysIt != SystemData::sSystemVector.cend(); sysIt++)
{
if ((*sysIt)->isCollection())
{
ViewController::get()->getGameListView((*sysIt));
}
}
// if we were editing a custom collection, and it's no longer enabled, exit edit mode
if(mIsEditingCustom && !mEditingCollectionSystemData->isEnabled)
{
exitEditMode();
}
}
/* Methods to manage collection files related to a source FileData */
// updates all collection files related to the source file
void CollectionSystemManager::refreshCollectionSystems(FileData* file)
{
if (!file->getSystem()->isGameSystem())
return;
std::map<std::string, CollectionSystemData> allCollections;
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allCollections.insert(mAutoCollectionSystemsData.cbegin(), mAutoCollectionSystemsData.cend());
allCollections.insert(mCustomCollectionSystemsData.cbegin(), mCustomCollectionSystemsData.cend());
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for(auto sysDataIt = allCollections.cbegin(); sysDataIt != allCollections.cend(); sysDataIt++)
{
updateCollectionSystem(file, sysDataIt->second);
}
}
void CollectionSystemManager::updateCollectionSystem(FileData* file, CollectionSystemData sysData)
{
if (sysData.isPopulated)
{
// collection files use the full path as key, to avoid clashes
std::string key = file->getFullPath();
SystemData* curSys = sysData.system;
const std::unordered_map<std::string, FileData*>& children = curSys->getRootFolder()->getChildrenByFilename();
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bool found = children.find(key) != children.cend();
FileData* rootFolder = curSys->getRootFolder();
FileFilterIndex* fileIndex = curSys->getIndex();
std::string name = curSys->getName();
if (found) {
// if we found it, we need to update it
FileData* collectionEntry = children.at(key);
// remove from index, so we can re-index metadata after refreshing
fileIndex->removeFromIndex(collectionEntry);
collectionEntry->refreshMetadata();
// found and we are removing
if (name == "favorites" && file->metadata.get("favorite") == "false") {
// need to check if still marked as favorite, if not remove
ViewController::get()->getGameListView(curSys).get()->remove(collectionEntry, false);
}
else
{
// re-index with new metadata
fileIndex->addToIndex(collectionEntry);
ViewController::get()->onFileChanged(collectionEntry, FILE_METADATA_CHANGED);
}
}
else
{
// we didn't find it here - we need to check if we should add it
if (name == "recent" && file->metadata.get("playcount") > "0" && includeFileInAutoCollections(file) ||
name == "favorites" && file->metadata.get("favorite") == "true") {
CollectionFileData* newGame = new CollectionFileData(file, curSys);
rootFolder->addChild(newGame);
fileIndex->addToIndex(newGame);
ViewController::get()->onFileChanged(file, FILE_METADATA_CHANGED);
ViewController::get()->getGameListView(curSys)->onFileChanged(newGame, FILE_METADATA_CHANGED);
}
}
rootFolder->sort(getSortTypeFromString(mCollectionSystemDeclsIndex[name].defaultSort));
ViewController::get()->onFileChanged(rootFolder, FILE_SORTED);
}
}
// deletes all collection files from collection systems related to the source file
void CollectionSystemManager::deleteCollectionFiles(FileData* file)
{
// collection files use the full path as key, to avoid clashes
std::string key = file->getFullPath();
// find games in collection systems
std::map<std::string, CollectionSystemData> allCollections;
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allCollections.insert(mAutoCollectionSystemsData.cbegin(), mAutoCollectionSystemsData.cend());
allCollections.insert(mCustomCollectionSystemsData.cbegin(), mCustomCollectionSystemsData.cend());
for(auto sysDataIt = allCollections.begin(); sysDataIt != allCollections.end(); sysDataIt++)
{
if (sysDataIt->second.isPopulated)
{
const std::unordered_map<std::string, FileData*>& children = (sysDataIt->second.system)->getRootFolder()->getChildrenByFilename();
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bool found = children.find(key) != children.cend();
if (found) {
sysDataIt->second.needsSave = true;
FileData* collectionEntry = children.at(key);
SystemData* systemViewToUpdate = getSystemToView(sysDataIt->second.system);
ViewController::get()->getGameListView(systemViewToUpdate).get()->remove(collectionEntry, false);
}
}
}
}
// returns whether the current theme is compatible with Automatic or Custom Collections
bool CollectionSystemManager::isThemeGenericCollectionCompatible(bool genericCustomCollections)
{
std::vector<std::string> cfgSys = getCollectionThemeFolders(genericCustomCollections);
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for(auto sysIt = cfgSys.cbegin(); sysIt != cfgSys.cend(); sysIt++)
{
if(!themeFolderExists(*sysIt))
return false;
}
return true;
}
bool CollectionSystemManager::isThemeCustomCollectionCompatible(std::vector<std::string> stringVector)
{
if (isThemeGenericCollectionCompatible(true))
return true;
// get theme path
auto themeSets = ThemeData::getThemeSets();
auto set = themeSets.find(Settings::getInstance()->getString("ThemeSet"));
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if(set != themeSets.cend())
{
std::string defaultThemeFilePath = set->second.path.string() + "/theme.xml";
if (fs::exists(defaultThemeFilePath))
{
return true;
}
}
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for(auto sysIt = stringVector.cbegin(); sysIt != stringVector.cend(); sysIt++)
{
if(!themeFolderExists(*sysIt))
return false;
}
return true;
}
std::string CollectionSystemManager::getValidNewCollectionName(std::string inName, int index)
{
// filter name - [^A-Za-z0-9\[\]\(\)\s]
using namespace boost::xpressive;
std::string name;
sregex regexp = sregex::compile("[^A-Za-z0-9\\-\\[\\]\\(\\)\\s']");
if (index == 0)
{
name = regex_replace(inName, regexp, "");
if (name == "")
{
name = "New Collection";
}
}
else
{
name = inName + " (" + std::to_string(index) + ")";
}
if(name != inName)
{
LOG(LogInfo) << "Had to change name, from: " << inName << " to: " << name;
}
// get used systems in es_systems.cfg
std::vector<std::string> systemsInUse = getSystemsFromConfig();
// get folders assigned to custom collections
std::vector<std::string> autoSys = getCollectionThemeFolders(false);
// get folder assigned to custom collections
std::vector<std::string> customSys = getCollectionThemeFolders(true);
// get folders assigned to user collections
std::vector<std::string> userSys = getUserCollectionThemeFolders();
// add them all to the list of systems in use
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systemsInUse.insert(systemsInUse.cend(), autoSys.cbegin(), autoSys.cend());
systemsInUse.insert(systemsInUse.cend(), customSys.cbegin(), customSys.cend());
systemsInUse.insert(systemsInUse.cend(), userSys.cbegin(), userSys.cend());
for(auto sysIt = systemsInUse.cbegin(); sysIt != systemsInUse.cend(); sysIt++)
{
if (*sysIt == name)
{
if(index > 0) {
name = name.substr(0, name.size()-4);
}
return getValidNewCollectionName(name, index+1);
}
}
// if it matches one of the custom collections reserved names
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if (mCollectionSystemDeclsIndex.find(name) != mCollectionSystemDeclsIndex.cend())
return getValidNewCollectionName(name, index+1);
return name;
}
void CollectionSystemManager::setEditMode(std::string collectionName)
{
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if (mCustomCollectionSystemsData.find(collectionName) == mCustomCollectionSystemsData.cend())
{
LOG(LogError) << "Tried to edit a non-existing collection: " << collectionName;
return;
}
mIsEditingCustom = true;
mEditingCollection = collectionName;
CollectionSystemData* sysData = &(mCustomCollectionSystemsData.at(mEditingCollection));
if (!sysData->isPopulated)
{
populateCustomCollection(sysData);
}
// if it's bundled, this needs to be the bundle system
mEditingCollectionSystemData = sysData;
GuiInfoPopup* s = new GuiInfoPopup(mWindow, "Editing the '" + strToUpper(collectionName) + "' Collection. Add/remove games with Y.", 10000);
mWindow->setInfoPopup(s);
}
void CollectionSystemManager::exitEditMode()
{
GuiInfoPopup* s = new GuiInfoPopup(mWindow, "Finished editing the '" + mEditingCollection + "' Collection.", 4000);
mWindow->setInfoPopup(s);
mIsEditingCustom = false;
mEditingCollection = "Favorites";
}
// adds or removes a game from a specific collection
bool CollectionSystemManager::toggleGameInCollection(FileData* file)
{
if (file->getType() == GAME)
{
GuiInfoPopup* s;
bool adding = true;
std::string name = file->getName();
std::string sysName = mEditingCollection;
if (mIsEditingCustom)
{
SystemData* sysData = mEditingCollectionSystemData->system;
mEditingCollectionSystemData->needsSave = true;
if (!mEditingCollectionSystemData->isPopulated)
{
populateCustomCollection(mEditingCollectionSystemData);
}
std::string key = file->getFullPath();
FileData* rootFolder = sysData->getRootFolder();
const std::unordered_map<std::string, FileData*>& children = rootFolder->getChildrenByFilename();
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bool found = children.find(key) != children.cend();
FileFilterIndex* fileIndex = sysData->getIndex();
std::string name = sysData->getName();
SystemData* systemViewToUpdate = getSystemToView(sysData);
if (found) {
adding = false;
// if we found it, we need to remove it
FileData* collectionEntry = children.at(key);
// remove from index
fileIndex->removeFromIndex(collectionEntry);
// remove from bundle index as well, if needed
if(systemViewToUpdate != sysData)
{
systemViewToUpdate->getIndex()->removeFromIndex(collectionEntry);
}
ViewController::get()->getGameListView(systemViewToUpdate).get()->remove(collectionEntry, false);
}
else
{
// we didn't find it here, we should add it
CollectionFileData* newGame = new CollectionFileData(file, sysData);
rootFolder->addChild(newGame);
fileIndex->addToIndex(newGame);
ViewController::get()->getGameListView(systemViewToUpdate)->onFileChanged(newGame, FILE_METADATA_CHANGED);
rootFolder->sort(getSortTypeFromString(mEditingCollectionSystemData->decl.defaultSort));
ViewController::get()->onFileChanged(systemViewToUpdate->getRootFolder(), FILE_SORTED);
// add to bundle index as well, if needed
if(systemViewToUpdate != sysData)
{
systemViewToUpdate->getIndex()->addToIndex(newGame);
}
}
updateCollectionFolderMetadata(sysData);
}
else
{
MetaDataList* md = &file->getSourceFileData()->metadata;
std::string value = md->get("favorite");
if (value == "false")
{
md->set("favorite", "true");
}
else
{
adding = false;
md->set("favorite", "false");
}
refreshCollectionSystems(file->getSourceFileData());
}
if (adding)
{
s = new GuiInfoPopup(mWindow, "Added '" + removeParenthesis(name) + "' to '" + strToUpper(sysName) + "'", 4000);
}
else
{
s = new GuiInfoPopup(mWindow, "Removed '" + removeParenthesis(name) + "' from '" + strToUpper(sysName) + "'", 4000);
}
mWindow->setInfoPopup(s);
return true;
}
return false;
}
SystemData* CollectionSystemManager::getSystemToView(SystemData* sys)
{
SystemData* systemToView = sys;
FileData* rootFolder = sys->getRootFolder();
FileData* bundleRootFolder = mCustomCollectionsBundle->getRootFolder();
const std::unordered_map<std::string, FileData*>& bundleChildren = bundleRootFolder->getChildrenByFilename();
// is the rootFolder bundled in the "My Collections" system?
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bool sysFoundInBundle = bundleChildren.find(rootFolder->getKey()) != bundleChildren.cend();
if (sysFoundInBundle && sys->isCollection())
{
systemToView = mCustomCollectionsBundle;
}
return systemToView;
}
/* Handles loading a collection system, creating an empty one, and populating on demand */
// loads Automatic Collection systems (All, Favorites, Last Played)
void CollectionSystemManager::initAutoCollectionSystems()
{
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for(std::map<std::string, CollectionSystemDecl>::const_iterator it = mCollectionSystemDeclsIndex.cbegin() ; it != mCollectionSystemDeclsIndex.cend() ; it++ )
{
CollectionSystemDecl sysDecl = it->second;
if (!sysDecl.isCustom)
{
createNewCollectionEntry(sysDecl.name, sysDecl);
}
}
}
// this may come in handy if at any point in time in the future we want to
// automatically generate metadata for a folder
void CollectionSystemManager::updateCollectionFolderMetadata(SystemData* sys)
{
FileData* rootFolder = sys->getRootFolder();
std::string desc = "This collection is empty.";
std::string rating = "0";
std::string players = "1";
std::string releasedate = "N/A";
std::string developer = "None";
std::string genre = "None";
std::string video = "";
std::string thumbnail = "";
std::unordered_map<std::string, FileData*> games = rootFolder->getChildrenByFilename();
if(games.size() > 0)
{
std::string games_list = "";
int games_counter = 0;
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for(std::unordered_map<std::string, FileData*>::const_iterator iter = games.cbegin(); iter != games.cend(); ++iter)
{
games_counter++;
FileData* file = iter->second;
std::string new_rating = file->metadata.get("rating");
std::string new_releasedate = file->metadata.get("releasedate");
std::string new_developer = file->metadata.get("developer");
std::string new_genre = file->metadata.get("genre");
std::string new_players = file->metadata.get("players");
rating = (new_rating > rating ? (new_rating != "" ? new_rating : rating) : rating);
players = (new_players > players ? (new_players != "" ? new_players : players) : players);
releasedate = (new_releasedate < releasedate ? (new_releasedate != "" ? new_releasedate : releasedate) : releasedate);
developer = (developer == "None" ? new_developer : (new_developer != developer ? "Various" : new_developer));
genre = (genre == "None" ? new_genre : (new_genre != genre ? "Various" : new_genre));
switch(games_counter)
{
case 2:
case 3:
games_list += ", ";
case 1:
games_list += "'" + file->getName() + "'";
break;
case 4:
games_list += " among other titles.";
}
}
desc = "This collection contains " + std::to_string(games_counter) + " games, including " + games_list;
FileData* randomGame = sys->getRandomGame();
video = randomGame->getVideoPath();
thumbnail = randomGame->getThumbnailPath();
}
rootFolder->metadata.set("desc", desc);
rootFolder->metadata.set("rating", rating);
rootFolder->metadata.set("players", players);
rootFolder->metadata.set("genre", genre);
rootFolder->metadata.set("releasedate", releasedate);
rootFolder->metadata.set("developer", developer);
rootFolder->metadata.set("video", video);
rootFolder->metadata.set("image", thumbnail);
}
void CollectionSystemManager::initCustomCollectionSystems()
{
std::vector<std::string> systems = getCollectionsFromConfigFolder();
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for (auto nameIt = systems.cbegin(); nameIt != systems.cend(); nameIt++)
{
addNewCustomCollection(*nameIt);
}
}
SystemData* CollectionSystemManager::getAllGamesCollection()
{
CollectionSystemData* allSysData = &mAutoCollectionSystemsData["all"];
if (!allSysData->isPopulated)
{
populateAutoCollection(allSysData);
}
return allSysData->system;
}
SystemData* CollectionSystemManager::addNewCustomCollection(std::string name)
{
CollectionSystemDecl decl = mCollectionSystemDeclsIndex[myCollectionsName];
decl.themeFolder = name;
decl.name = name;
decl.longName = name;
return createNewCollectionEntry(name, decl);
}
// creates a new, empty Collection system, based on the name and declaration
SystemData* CollectionSystemManager::createNewCollectionEntry(std::string name, CollectionSystemDecl sysDecl, bool index)
{
SystemData* newSys = new SystemData(name, sysDecl.longName, mCollectionEnvData, sysDecl.themeFolder, true);
CollectionSystemData newCollectionData;
newCollectionData.system = newSys;
newCollectionData.decl = sysDecl;
newCollectionData.isEnabled = false;
newCollectionData.isPopulated = false;
newCollectionData.needsSave = false;
if (index)
{
if (!sysDecl.isCustom)
{
mAutoCollectionSystemsData[name] = newCollectionData;
}
else
{
mCustomCollectionSystemsData[name] = newCollectionData;
}
}
return newSys;
}
// populates an Automatic Collection System
void CollectionSystemManager::populateAutoCollection(CollectionSystemData* sysData)
{
SystemData* newSys = sysData->system;
CollectionSystemDecl sysDecl = sysData->decl;
FileData* rootFolder = newSys->getRootFolder();
FileFilterIndex* index = newSys->getIndex();
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for(auto sysIt = SystemData::sSystemVector.cbegin(); sysIt != SystemData::sSystemVector.cend(); sysIt++)
{
// we won't iterate all collections
if ((*sysIt)->isGameSystem() && !(*sysIt)->isCollection()) {
std::vector<FileData*> files = (*sysIt)->getRootFolder()->getFilesRecursive(GAME);
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for(auto gameIt = files.cbegin(); gameIt != files.cend(); gameIt++)
{
bool include = includeFileInAutoCollections((*gameIt));
switch(sysDecl.type) {
case AUTO_LAST_PLAYED:
include = include && (*gameIt)->metadata.get("playcount") > "0";
break;
case AUTO_FAVORITES:
// we may still want to add files we don't want in auto collections in "favorites"
include = (*gameIt)->metadata.get("favorite") == "true";
break;
}
if (include) {
CollectionFileData* newGame = new CollectionFileData(*gameIt, newSys);
rootFolder->addChild(newGame);
index->addToIndex(newGame);
}
}
}
}
rootFolder->sort(getSortTypeFromString(sysDecl.defaultSort));
sysData->isPopulated = true;
}
// populates a Custom Collection System
void CollectionSystemManager::populateCustomCollection(CollectionSystemData* sysData)
{
SystemData* newSys = sysData->system;
sysData->isPopulated = true;
CollectionSystemDecl sysDecl = sysData->decl;
std::string path = getCustomCollectionConfigPath(newSys->getName());
if(!fs::exists(path))
{
LOG(LogInfo) << "Couldn't find custom collection config file at " << path;
return;
}
LOG(LogInfo) << "Loading custom collection config file at " << path;
FileData* rootFolder = newSys->getRootFolder();
FileFilterIndex* index = newSys->getIndex();
// get Configuration for this Custom System
std::ifstream input(path);
// get all files map
std::unordered_map<std::string,FileData*> allFilesMap = getAllGamesCollection()->getRootFolder()->getChildrenByFilename();
// iterate list of files in config file
for(std::string gameKey; getline(input, gameKey); )
{
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std::unordered_map<std::string,FileData*>::const_iterator it = allFilesMap.find(gameKey);
if (it != allFilesMap.cend()) {
CollectionFileData* newGame = new CollectionFileData(it->second, newSys);
rootFolder->addChild(newGame);
index->addToIndex(newGame);
}
else
{
LOG(LogInfo) << "Couldn't find game referenced at '" << gameKey << "' for system config '" << path << "'";
}
}
rootFolder->sort(getSortTypeFromString(sysDecl.defaultSort));
updateCollectionFolderMetadata(newSys);
}
/* Handle System View removal and insertion of Collections */
void CollectionSystemManager::removeCollectionsFromDisplayedSystems()
{
// remove all Collection Systems
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for(auto sysIt = SystemData::sSystemVector.cbegin(); sysIt != SystemData::sSystemVector.cend(); )
{
if ((*sysIt)->isCollection())
{
sysIt = SystemData::sSystemVector.erase(sysIt);
}
else
{
sysIt++;
}
}
// remove all custom collections in bundle
// this should not delete the objects from memory!
FileData* customRoot = mCustomCollectionsBundle->getRootFolder();
std::vector<FileData*> mChildren = customRoot->getChildren();
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for(auto it = mChildren.cbegin(); it != mChildren.cend(); it++)
{
customRoot->removeChild(*it);
}
// clear index
mCustomCollectionsBundle->getIndex()->resetIndex();
// remove view so it's re-created as needed
ViewController::get()->removeGameListView(mCustomCollectionsBundle);
}
void CollectionSystemManager::addEnabledCollectionsToDisplayedSystems(std::map<std::string, CollectionSystemData>* colSystemData)
{
// add auto enabled ones
for(std::map<std::string, CollectionSystemData>::iterator it = colSystemData->begin() ; it != colSystemData->end() ; it++ )
{
if(it->second.isEnabled)
{
// check if populated, otherwise populate
if (!it->second.isPopulated)
{
if(it->second.decl.isCustom)
{
populateCustomCollection(&(it->second));
}
else
{
populateAutoCollection(&(it->second));
}
}
// check if it has its own view
if(!it->second.decl.isCustom || themeFolderExists(it->first) || !Settings::getInstance()->getBool("UseCustomCollectionsSystem"))
{
// exists theme folder, or we chose not to bundle it under the custom-collections system
// so we need to create a view
SystemData::sSystemVector.push_back(it->second.system);
}
else
{
FileData* newSysRootFolder = it->second.system->getRootFolder();
mCustomCollectionsBundle->getRootFolder()->addChild(newSysRootFolder);
mCustomCollectionsBundle->getIndex()->importIndex(it->second.system->getIndex());
}
}
}
}
/* Auxiliary methods to get available custom collection possibilities */
std::vector<std::string> CollectionSystemManager::getSystemsFromConfig()
{
std::vector<std::string> systems;
std::string path = SystemData::getConfigPath(false);
if(!fs::exists(path))
{
return systems;
}
pugi::xml_document doc;
pugi::xml_parse_result res = doc.load_file(path.c_str());
if(!res)
{
return systems;
}
//actually read the file
pugi::xml_node systemList = doc.child("systemList");
if(!systemList)
{
return systems;
}
for(pugi::xml_node system = systemList.child("system"); system; system = system.next_sibling("system"))
{
// theme folder
std::string themeFolder = system.child("theme").text().get();
systems.push_back(themeFolder);
}
std::sort(systems.begin(), systems.end());
return systems;
}
// gets all folders from the current theme path
std::vector<std::string> CollectionSystemManager::getSystemsFromTheme()
{
std::vector<std::string> systems;
auto themeSets = ThemeData::getThemeSets();
if(themeSets.empty())
{
// no theme sets available
return systems;
}
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std::map<std::string, ThemeSet>::const_iterator set = themeSets.find(Settings::getInstance()->getString("ThemeSet"));
if(set == themeSets.cend())
{
// currently selected theme set is missing, so just pick the first available set
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set = themeSets.cbegin();
Settings::getInstance()->setString("ThemeSet", set->first);
}
fs::path themePath = set->second.path;
if (fs::exists(themePath))
{
fs::directory_iterator end_itr; // default construction yields past-the-end
for (fs::directory_iterator itr(themePath); itr != end_itr; ++itr)
{
if (fs::is_directory(itr->status()))
{
//... here you have a directory
std::string folder = itr->path().string();
folder = folder.substr(themePath.string().size()+1);
if(fs::exists(set->second.getThemePath(folder)))
{
systems.push_back(folder);
}
}
}
}
std::sort(systems.begin(), systems.end());
return systems;
}
// returns the unused folders from current theme path
std::vector<std::string> CollectionSystemManager::getUnusedSystemsFromTheme()
{
// get used systems in es_systems.cfg
std::vector<std::string> systemsInUse = getSystemsFromConfig();
// get available folders in theme
std::vector<std::string> themeSys = getSystemsFromTheme();
// get folders assigned to custom collections
std::vector<std::string> autoSys = getCollectionThemeFolders(false);
// get folder assigned to custom collections
std::vector<std::string> customSys = getCollectionThemeFolders(true);
// get folders assigned to user collections
std::vector<std::string> userSys = getUserCollectionThemeFolders();
// add them all to the list of systems in use
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systemsInUse.insert(systemsInUse.cend(), autoSys.cbegin(), autoSys.cend());
systemsInUse.insert(systemsInUse.cend(), customSys.cbegin(), customSys.cend());
systemsInUse.insert(systemsInUse.cend(), userSys.cbegin(), userSys.cend());
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for(auto sysIt = themeSys.cbegin(); sysIt != themeSys.cend(); )
{
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if (std::find(systemsInUse.cbegin(), systemsInUse.cend(), *sysIt) != systemsInUse.cend())
{
sysIt = themeSys.erase(sysIt);
}
else
{
sysIt++;
}
}
return themeSys;
}
// returns which collection config files exist in the user folder
std::vector<std::string> CollectionSystemManager::getCollectionsFromConfigFolder()
{
std::vector<std::string> systems;
fs::path configPath = getCollectionsFolder();
if (fs::exists(configPath))
{
fs::directory_iterator end_itr; // default construction yields past-the-end
for (fs::directory_iterator itr(configPath); itr != end_itr; ++itr)
{
if (fs::is_regular_file(itr->status()))
{
// it's a file
std::string file = itr->path().string();
std::string filename = file.substr(configPath.string().size());
// need to confirm filename matches config format
if (boost::algorithm::ends_with(filename, ".cfg") && boost::algorithm::starts_with(filename, "custom-") && filename != "custom-.cfg")
{
filename = filename.substr(7, filename.size()-11);
systems.push_back(filename);
}
else
{
LOG(LogInfo) << "Found non-collection config file in collections folder: " << filename;
}
}
}
}
return systems;
}
// returns the theme folders for Automatic Collections (All, Favorites, Last Played) or generic Custom Collections folder
std::vector<std::string> CollectionSystemManager::getCollectionThemeFolders(bool custom)
{
std::vector<std::string> systems;
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for(std::map<std::string, CollectionSystemDecl>::const_iterator it = mCollectionSystemDeclsIndex.cbegin() ; it != mCollectionSystemDeclsIndex.cend() ; it++ )
{
CollectionSystemDecl sysDecl = it->second;
if (sysDecl.isCustom == custom)
{
systems.push_back(sysDecl.themeFolder);
}
}
return systems;
}
// returns the theme folders in use for the user-defined Custom Collections
std::vector<std::string> CollectionSystemManager::getUserCollectionThemeFolders()
{
std::vector<std::string> systems;
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for(std::map<std::string, CollectionSystemData>::const_iterator it = mCustomCollectionSystemsData.cbegin() ; it != mCustomCollectionSystemsData.cend() ; it++ )
{
systems.push_back(it->second.decl.themeFolder);
}
return systems;
}
// returns whether a specific folder exists in the theme
bool CollectionSystemManager::themeFolderExists(std::string folder)
{
std::vector<std::string> themeSys = getSystemsFromTheme();
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return std::find(themeSys.cbegin(), themeSys.cend(), folder) != themeSys.cend();
}
bool CollectionSystemManager::includeFileInAutoCollections(FileData* file)
{
// we exclude non-game files from collections (i.e. "kodi", entries from non-game systems)
// if/when there are more in the future, maybe this can be a more complex method, with a proper list
// but for now a simple string comparison is more performant
return file->getName() != "kodi" && file->getSystem()->isGameSystem();
}
std::string getCustomCollectionConfigPath(std::string collectionName)
{
fs::path path = getCollectionsFolder() + "custom-" + collectionName + ".cfg";
return path.generic_string();
}
std::string getCollectionsFolder()
{
return getHomePath() + "/.emulationstation/collections/";
}
bool systemSort(SystemData* sys1, SystemData* sys2)
{
std::string name1 = sys1->getName();
std::string name2 = sys2->getName();
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transform(name1.cbegin(), name1.cend(), name1.begin(), ::toupper);
transform(name2.cbegin(), name2.cend(), name2.begin(), ::toupper);
return name1.compare(name2) < 0;
}