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

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// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// CollectionSystemManager.cpp
//
// Manages collections of the following two types:
// 1) Automatically populated (All games, Favorites and Recent/Last Played)
// 2) Custom/user-created (could be any number of these)
//
// The automatic collections are basically virtual systems that have no
// gamelist.xml files and that only exist in memory during the program session.
// SystemData sets up the basic data structures and CollectionSystemManager
// populates and manages the collections.
//
// The custom collections have simple data files which are just lists of ROM files.
//
// In addition to this, CollectionSystemManager also handles some logic for
// normal systems such as adding and removing favorite games, including triggering
// the required re-sort and refresh of the gamelists.
//
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#include "CollectionSystemManager.h"
#include "guis/GuiInfoPopup.h"
#include "utils/FileSystemUtil.h"
#include "utils/StringUtil.h"
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#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 <fstream>
#include <pugixml.hpp>
std::string myCollectionsName = "collections";
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#define LAST_PLAYED_MAX 50
// Handles the getting, initialization, deinitialization,
// saving and deletion of a CollectionSystemManager instance.
CollectionSystemManager* CollectionSystemManager::sInstance = nullptr;
CollectionSystemManager::CollectionSystemManager(Window* window) : mWindow(window)
{
CollectionSystemDecl systemDecls[] = {
// Type Name Long name Theme folder isCustom
{ AUTO_ALL_GAMES, "all", "all games", "auto-allgames", false },
{ AUTO_LAST_PLAYED, "recent", "last played", "auto-lastplayed", false },
{ AUTO_FAVORITES, "favorites", "favorites", "auto-favorites", false },
{ CUSTOM_COLLECTION, myCollectionsName, "collections", "custom-collections", true }
};
// Create a map of the collections.
std::vector<CollectionSystemDecl> tempSystemDecl = std::vector<CollectionSystemDecl>
(systemDecls, systemDecls + sizeof(systemDecls) / sizeof(systemDecls[0]));
for (std::vector<CollectionSystemDecl>::const_iterator it = tempSystemDecl.cbegin();
it != tempSystemDecl.cend(); ++it )
mCollectionSystemDeclsIndex[(*it).name] = (*it);
// Setup the standard environment.
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 (!Utils::FileSystem::exists(path))
Utils::FileSystem::createDirectory(path);
mIsEditingCustom = false;
mEditingCollection = "Favorites";
mEditingCollectionSystemData = nullptr;
mCustomCollectionsBundle = nullptr;
}
CollectionSystemManager::~CollectionSystemManager()
{
assert(sInstance == this);
// Don't attempt to remove any collections if no systems exist.
if (SystemData::sSystemVector.size() > 0)
removeCollectionsFromDisplayedSystems();
// Delete all custom collections.
for (std::map<std::string, CollectionSystemData>::const_iterator
it = mCustomCollectionSystemsData.cbegin();
it != mCustomCollectionSystemsData.cend() ; it++)
delete it->second.system;
// Delete the custom collections bundle.
if (mCustomCollectionsBundle)
delete mCustomCollectionsBundle;
// Delete the auto collections systems.
for (auto it = mAutoCollectionSystemsData.cbegin();
it != mAutoCollectionSystemsData.cend(); it++) {
delete (*it).second.system;
}
delete mCollectionEnvData;
sInstance = nullptr;
}
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)
{
const std::string rompath = FileData::getROMDirectory();
std::string name = sys->getName();
std::unordered_map<std::string, FileData*>
games = sys->getRootFolder()->getChildrenByFilename();
bool found = mCustomCollectionSystemsData.find(name) != mCustomCollectionSystemsData.cend();
if (found) {
CollectionSystemData sysData = mCustomCollectionSystemsData.at(name);
// Read back any entries from the configuration file for game files that are
// currently missing, and combine them with the active content. If we wouldn't do
// this, they would be purged from the collection. Maybe a directory has been
// temporarily moved or the files are not reachable for whatever reason. It would
// be incredibly annoying to have entries purged from the collection in such
// instances. Using the logic below, the handling of custom collections corresponds
// to the handling of gamelist.xml files, i.e. it's up to the user to make a
// conscious decision of what entries to remove.
std::vector<std::string> fileGameEntries;
std::vector<std::string> activeGameEntries;
std::ifstream configFileIn;
std::ofstream configFileOut;
#if defined(_WIN64)
configFileIn.open(Utils::String::
stringToWideString(getCustomCollectionConfigPath(name)).c_str());
#else
configFileIn.open(getCustomCollectionConfigPath(name));
#endif
for (std::string gameEntry; getline(configFileIn, gameEntry); ) {
std::string gamePath = Utils::String::replace(gameEntry, "%ROMPATH%", rompath);
gamePath = Utils::String::replace(gamePath, "//", "/");
// Only add the entry if it's not a regular file or a symlink, in other words
// only add missing files.
if (!Utils::FileSystem::isRegularFile(gamePath) &&
!Utils::FileSystem::isSymlink(gamePath))
fileGameEntries.push_back(gameEntry);
}
configFileIn.close();
for (std::unordered_map<std::string, FileData*>::const_iterator
iter = games.cbegin(); iter != games.cend(); ++iter) {
std::string path = iter->first;
// If the ROM path of the game begins with the path from the setting
// ROMDirectory (or the default ROM directory), then replace it with %ROMPATH%.
if (path.find(rompath) == 0)
path.replace(0, rompath.size(), "%ROMPATH%/");
activeGameEntries.push_back(path);
}
fileGameEntries.insert(fileGameEntries.cend(), activeGameEntries.cbegin(),
activeGameEntries.cend());
std::sort(fileGameEntries.begin(), fileGameEntries.end());
auto last = std::unique(fileGameEntries.begin(), fileGameEntries.end());
fileGameEntries.erase(last, fileGameEntries.end());
#if defined(_WIN64)
configFile.open(Utils::String::
stringToWideString(getCustomCollectionConfigPath(name)).c_str());
#else
configFileOut.open(getCustomCollectionConfigPath(name));
#endif
for (auto it = fileGameEntries.cbegin(); it != fileGameEntries.cend(); it++)
configFileOut << (*it) << std::endl;
configFileOut.close();
}
else {
LOG(LogError) << "Couldn't find collection to save: " << name;
}
}
// Functions below to load all collections into memory, and to enable the active ones.
// Load 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();
}
}
// Load settings.
void CollectionSystemManager::loadEnabledListFromSettings()
{
// We parse the auto collection settings list.
std::vector<std::string> autoSelected = Utils::String::commaStringToVector(
Settings::getInstance()->getString("CollectionSystemsAuto"), true);
// Iterate the map.
for (std::map<std::string, CollectionSystemData>::iterator
it = mAutoCollectionSystemsData.begin();
it != mAutoCollectionSystemsData.end() ; it++ ) {
it->second.isEnabled = (std::find(autoSelected.cbegin(),
autoSelected.cend(), it->first) != autoSelected.cend());
}
mHasEnabledCustomCollection = false;
// Parse the custom collection settings list.
std::vector<std::string> customSelected = Utils::String::commaStringToVector(
Settings::getInstance()->getString("CollectionSystemsCustom"), true);
// Iterate the map.
for (std::map<std::string, CollectionSystemData>::iterator
it = mCustomCollectionSystemsData.begin();
it != mCustomCollectionSystemsData.end() ; it++ ) {
it->second.isEnabled = (std::find(customSelected.cbegin(),
customSelected.cend(), it->first) != customSelected.cend());
if (it->second.isEnabled)
mHasEnabledCustomCollection = true;
}
}
// Update enabled system list in System View.
void CollectionSystemManager::updateSystemsList()
{
// Remove all collection systems.
removeCollectionsFromDisplayedSystems();
// Add custom enabled collections.
addEnabledCollectionsToDisplayedSystems(&mCustomCollectionSystemsData);
// Don't sort bundled collections unless at least one collection is enabled.
if (!mIsEditingCustom && mHasEnabledCustomCollection) {
FileData* rootFolder = mCustomCollectionsBundle->getRootFolder();
// Sort the bundled custom collections.
if (rootFolder->getChildren().size() > 0) {
rootFolder->sort(rootFolder->getSortTypeFromString(rootFolder->
getSortTypeString()), Settings::getInstance()->getBool("FavFirstCustom"));
SystemData::sSystemVector.push_back(mCustomCollectionsBundle);
}
}
// Add auto enabled collections.
addEnabledCollectionsToDisplayedSystems(&mAutoCollectionSystemsData);
// Create views for collections, before reload.
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();
}
}
// Functions below to manage collection files related to a source FileData.
// Update all collection files related to the source file.
void CollectionSystemManager::refreshCollectionSystems(FileData* file)
{
if (!file->getSystem()->isGameSystem() || file->getType() != GAME)
return;
// If not a collection but rather a real system, then pretend to be a
// collection in order to be properly processed by updateCollectionSystem().
// It's seemingly a bit strange, but without rewriting a lot of code for how
// systems and collections are handled, it's likely the best approach.
if (!file->getSystem()->isCollection()) {
CollectionSystemData realSys;
realSys.system = file->getSystem();
realSys.isEnabled = true;
realSys.isPopulated = true;
realSys.decl.isCustom = false;
updateCollectionSystem(file, realSys);
}
std::map<std::string, CollectionSystemData> allCollections;
allCollections.insert(mAutoCollectionSystemsData.cbegin(),
mAutoCollectionSystemsData.cend());
allCollections.insert(mCustomCollectionSystemsData.cbegin(),
mCustomCollectionSystemsData.cend());
for (auto sysDataIt = allCollections.cbegin();
sysDataIt != allCollections.cend(); sysDataIt++) {
if (sysDataIt->second.isEnabled)
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;
bool mFavoritesSorting = false;
// Read the applicable favorite sorting setting depending on whether the
// system is a custom collection or not.
if (sysData.decl.isCustom)
mFavoritesSorting = Settings::getInstance()->getBool("FavFirstCustom");
else
mFavoritesSorting = Settings::getInstance()->getBool("FavoritesFirst");
const std::unordered_map<std::string, FileData*>&children =
curSys->getRootFolder()->getChildrenByFilename();
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 it from the index, so we can re-index the metadata after refreshing.
fileIndex->removeFromIndex(collectionEntry);
collectionEntry->refreshMetadata();
// Found it, and we are removing it.
if (name == "favorites" && file->metadata.get("favorite") == "false") {
// Need to check if it is still marked as favorite, if not remove it.
ViewController::get()->
getGameListView(curSys).get()->remove(collectionEntry, false);
}
else if (curSys->isCollection() && !file->getCountAsGame()) {
// If the countasgame flag has been set to false, then remove the game.
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 {
bool addGame = false;
// We didn't find it here - we need to check if we should add it.
if ((name == "recent" && file->metadata.get("playcount") > "0" &&
file->getCountAsGame() && includeFileInAutoCollections(file)) ||
(name == "favorites" && file->metadata.get("favorite") == "true" &&
file->getCountAsGame()))
addGame = true;
else if (name == "all" && file->getCountAsGame())
addGame = true;
if (addGame) {
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);
}
}
if (name == "recent") {
rootFolder->sort(rootFolder->getSortTypeFromString("last played, descending"));
}
else if (sysData.decl.isCustom &&
!Settings::getInstance()->getBool("UseCustomCollectionsSystem")) {
rootFolder->sort(rootFolder->getSortTypeFromString(rootFolder->getSortTypeString()),
mFavoritesSorting);
}
// If the game doesn't exist in the current system and it's a custom
// collection, then skip the sorting.
else if (sysData.decl.isCustom &&
children.find(file->getFullPath()) != children.cend()) {
rootFolder->sort(rootFolder->getSortTypeFromString(rootFolder->getSortTypeString()),
mFavoritesSorting);
}
else if (!sysData.decl.isCustom) {
rootFolder->sort(rootFolder->getSortTypeFromString(rootFolder->getSortTypeString()),
mFavoritesSorting);
}
if (name == "recent") {
trimCollectionCount(rootFolder, LAST_PLAYED_MAX);
ViewController::get()->onFileChanged(rootFolder, FILE_METADATA_CHANGED);
// Select the first row of the gamelist (the game just played).
IGameListView* gameList =
ViewController::get()->getGameListView(getSystemToView(sysData.system)).get();
gameList->setCursor(gameList->getFirstEntry());
}
else {
ViewController::get()->onFileChanged(rootFolder, FILE_SORTED);
// If it's a custom collection and the setting to group the collections is
// enabled, we may have to update the parent instead.
// However it may not necessarily be so if some collections are themed and
// some are not, so we always need to check whether a parent exists.
if (sysData.decl.isCustom &&
Settings::getInstance()->getBool("UseCustomCollectionsSystem")) {
// In case of a returned null pointer, we know there is no parent.
if (rootFolder->getParent() == nullptr) {
ViewController::get()->onFileChanged(rootFolder, FILE_METADATA_CHANGED);
}
else {
rootFolder->getParent()->sort(rootFolder->getSortTypeFromString(
rootFolder->getSortTypeString()), mFavoritesSorting);
ViewController::get()->onFileChanged(
rootFolder->getParent(), FILE_METADATA_CHANGED);
}
}
}
}
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}
void CollectionSystemManager::trimCollectionCount(FileData* rootFolder, int limit)
{
SystemData* curSys = rootFolder->getSystem();
while ((int)rootFolder->getChildrenListToDisplay().size() > limit) {
CollectionFileData* gameToRemove =
(CollectionFileData*)rootFolder->getChildrenListToDisplay().back();
ViewController::get()->getGameListView(curSys).get()->remove(gameToRemove, false);
}
}
// Delete 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;
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();
bool found = children.find(key) != children.cend();
if (found) {
FileData* collectionEntry = children.at(key);
SystemData* systemViewToUpdate = getSystemToView(sysDataIt->second.system);
ViewController::get()->getGameListView(systemViewToUpdate).get()->
remove(collectionEntry, false);
if (sysDataIt->second.decl.isCustom)
saveCustomCollection(sysDataIt->second.system);
}
}
}
}
// Return whether the current theme is compatible with Automatic or Custom Collections.
bool CollectionSystemManager::isThemeGenericCollectionCompatible(bool genericCustomCollections)
{
std::vector<std::string> cfgSys = getCollectionThemeFolders(genericCustomCollections);
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"));
if (set != themeSets.cend()) {
std::string defaultThemeFilePath = set->second.path + "/theme.xml";
if (Utils::FileSystem::exists(defaultThemeFilePath))
return true;
}
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)
{
std::string name = inName;
if (index == 0) {
size_t remove = std::string::npos;
// Get valid name.
while ((remove = name.find_first_not_of(
"ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789-[]() "))
!= std::string::npos)
name.erase(remove, 1);
}
else {
name += " (" + std::to_string(index) + ")";
}
if (name == "") {
name = "New Collection";
}
if (name != inName) {
LOG(LogInfo) << "Had to change name, from: " << inName << " to: " << name;
}
// Get used systems from 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.
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 then return it.
if (mCollectionSystemDeclsIndex.find(name) != mCollectionSystemDeclsIndex.cend())
return getValidNewCollectionName(name, index+1);
return name;
}
void CollectionSystemManager::setEditMode(std::string collectionName)
{
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 '" +
Utils::String::toUpper(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";
mEditingCollectionSystemData->system->onMetaDataSavePoint();
}
// Add or remove 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;
if (!mEditingCollectionSystemData->isPopulated)
populateCustomCollection(mEditingCollectionSystemData);
std::string key = file->getFullPath();
FileData* rootFolder = sysData->getRootFolder();
const std::unordered_map<std::string, FileData*>&
children = rootFolder->getChildrenByFilename();
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);
systemViewToUpdate->getRootFolder()->sort(rootFolder->getSortTypeFromString(
rootFolder->getSortTypeString()),
Settings::getInstance()->getBool("FavFirstCustom"));
}
else {
// We didn't find it here, so 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);
if (name == "recent")
rootFolder->sort(rootFolder->getSortTypeFromString("last played, descending"));
ViewController::get()->onFileChanged(systemViewToUpdate->
getRootFolder(), FILE_SORTED);
// Add to bundle index as well, if needed.
if (systemViewToUpdate != sysData)
systemViewToUpdate->getIndex()->addToIndex(newGame);
refreshCollectionSystems(newGame);
}
updateCollectionFolderMetadata(sysData);
saveCustomCollection(sysData);
}
else {
file->getSourceFileData()->getSystem()->getIndex()->removeFromIndex(file);
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");
}
file->getSourceFileData()->getSystem()->getIndex()->addToIndex(file);
file->getSourceFileData()->getSystem()->onMetaDataSavePoint();
refreshCollectionSystems(file->getSourceFileData());
}
if (adding)
s = new GuiInfoPopup(mWindow, "Added '" + Utils::String::removeParenthesis(name) +
"' to '" + Utils::String::toUpper(sysName) + "'", 4000);
else
s = new GuiInfoPopup(mWindow, "Removed '" + Utils::String::removeParenthesis(name) +
"' from '" + Utils::String::toUpper(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?
bool sysFoundInBundle = bundleChildren.find(rootFolder->getKey()) != bundleChildren.cend();
if (sysFoundInBundle && sys->isCollection())
systemToView = mCustomCollectionsBundle;
return systemToView;
}
// Functions below to Handle loading of collection systems, creating empty ones,
// and populating on demand.
// Loads Automatic Collection systems (All, Favorites, Last Played).
void CollectionSystemManager::initAutoCollectionSystems()
{
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::string image = "";
std::unordered_map<std::string, FileData*> games = rootFolder->getChildrenByFilename();
if (games.size() > 0) {
std::string games_list = "";
int games_counter = 0;
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();
if (randomGame) {
video = randomGame->getVideoPath();
thumbnail = randomGame->getThumbnailPath();
image = randomGame->getImagePath();
}
}
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("thumbnail", thumbnail);
rootFolder->metadata.set("image", image);
}
void CollectionSystemManager::initCustomCollectionSystems()
{
std::vector<std::string> systems = getCollectionsFromConfigFolder();
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, true, true);
}
// Create a new empty collection system based on the name and declaration.
SystemData* CollectionSystemManager::createNewCollectionEntry(
std::string name, CollectionSystemDecl sysDecl, bool index, bool custom)
{
SystemData* newSys = new SystemData(
name, sysDecl.longName, mCollectionEnvData, sysDecl.themeFolder, true, custom);
CollectionSystemData newCollectionData;
newCollectionData.system = newSys;
newCollectionData.decl = sysDecl;
newCollectionData.isEnabled = false;
newCollectionData.isPopulated = false;
if (index) {
if (!sysDecl.isCustom)
mAutoCollectionSystemsData[name] = newCollectionData;
else
mCustomCollectionSystemsData[name] = newCollectionData;
}
return newSys;
}
// Populate 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();
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);
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;
default:
break;
}
if (include) {
// Exclude files that are set not to be counted as games.
if (!(*gameIt)->getCountAsGame())
continue;
CollectionFileData* newGame = new CollectionFileData(*gameIt, newSys);
rootFolder->addChild(newGame);
index->addToIndex(newGame);
}
}
}
}
if (rootFolder->getName() == "recent")
rootFolder->sort(rootFolder->getSortTypeFromString("last played, descending"));
else
rootFolder->sort(rootFolder->getSortTypeFromString(rootFolder->getSortTypeString()),
Settings::getInstance()->getBool("FavoritesFirst"));
if (sysDecl.type == AUTO_LAST_PLAYED)
trimCollectionCount(rootFolder, LAST_PLAYED_MAX);
sysData->isPopulated = true;
}
// Populate 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 (!Utils::FileSystem::exists(path)) {
LOG(LogInfo) << "Couldn't find custom collection config file \"" << path << "\"";
return;
}
LOG(LogInfo) << "Parsing custom collection file \"" << path << "\"...";
FileData* rootFolder = newSys->getRootFolder();
FileFilterIndex* index = newSys->getIndex();
// Get configuration for this custom collection.
#if _WIN64
std::ifstream input(Utils::String::stringToWideString(path).c_str());
#else
std::ifstream input(path);
#endif
// Get all files map.
std::unordered_map<std::string,FileData*>
allFilesMap = getAllGamesCollection()->getRootFolder()->getChildrenByFilename();
// Get the ROM directory, either as configured in es_settings.cfg, or if no value
// is set there, then use the default hardcoded path.
const std::string rompath = FileData::getROMDirectory();
// Iterate list of files in the config file.
for (std::string gameKey; getline(input, gameKey); ) {
// If there is a %ROMPATH% variable set for the game, expand it. By doing this
// it's possible to use either absolute ROM paths in the collection files or using
// the path variable. The absolute ROM paths are only used for backward compatibility
// with old custom collections. All custom collections saved by EmulationStation-DE
// will use the %ROMPATH% variable instead.
gameKey = Utils::String::replace(gameKey, "%ROMPATH%", rompath);
gameKey = Utils::String::replace(gameKey, "//", "/");
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(LogWarning) << "File \"" << gameKey << "\" does not exist, ignoring entry";
}
}
updateCollectionFolderMetadata(newSys);
}
// Functions below to handle System View removal and insertion of collections.
void CollectionSystemManager::removeCollectionsFromDisplayedSystems()
{
// Remove all collection Systems.
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();
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 collections.
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")) {
// Theme folder exists, 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);
// If this is a non-bundled custom collection, then sort it.
if (it->second.decl.isCustom == true) {
FileData* rootFolder = it->second.system->getRootFolder();
rootFolder->sort(rootFolder->getSortTypeFromString(
rootFolder->getSortTypeString()),
Settings::getInstance()->getBool("FavFirstCustom"));
// Jump to the first row of the game list, assuming it's not empty.
IGameListView* gameList = ViewController::get()->
getGameListView((it->second.system)).get();
if (!gameList->getCursor()->isPlaceHolder()) {
gameList->setCursor(gameList->getFirstEntry());
}
}
}
else {
FileData* newSysRootFolder = it->second.system->getRootFolder();
mCustomCollectionsBundle->getRootFolder()->addChild(newSysRootFolder);
mCustomCollectionsBundle->getIndex()->importIndex(it->second.system->getIndex());
}
}
}
}
// Auxiliary functions below to get available custom collection possibilities.
std::vector<std::string> CollectionSystemManager::getSystemsFromConfig()
{
std::vector<std::string> systems;
std::string path = SystemData::getConfigPath(false);
if (!Utils::FileSystem::exists(path))
return systems;
pugi::xml_document doc;
#if defined(_WIN64)
pugi::xml_parse_result res = doc.load_file(Utils::String::stringToWideString(path).c_str());
#else
pugi::xml_parse_result res = doc.load_file(path.c_str());
#endif
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;
}
// Get 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())
return systems; // No theme sets available.
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.
set = themeSets.cbegin();
Settings::getInstance()->setString("ThemeSet", set->first);
}
std::string themePath = set->second.path;
if (Utils::FileSystem::exists(themePath)) {
Utils::FileSystem::stringList dirContent = Utils::FileSystem::getDirContent(themePath);
for (Utils::FileSystem::stringList::const_iterator
it = dirContent.cbegin(); it != dirContent.cend(); ++it) {
if (Utils::FileSystem::isDirectory(*it)) {
// ... here you have a directory.
std::string folder = *it;
folder = folder.substr(themePath.size()+1);
if (Utils::FileSystem::exists(set->second.getThemePath(folder)))
systems.push_back(folder);
}
}
}
std::sort(systems.begin(), systems.end());
return systems;
}
// Return 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.
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 = themeSys.cbegin(); sysIt != themeSys.cend(); ) {
if (std::find(systemsInUse.cbegin(), systemsInUse.cend(), *sysIt) != systemsInUse.cend())
sysIt = themeSys.erase(sysIt);
else
sysIt++;
}
return themeSys;
}
// Return which collection config files exist in the user folder.
std::vector<std::string> CollectionSystemManager::getCollectionsFromConfigFolder()
{
std::vector<std::string> systems;
std::string configPath = getCollectionsFolder();
if (Utils::FileSystem::exists(configPath))
{
Utils::FileSystem::stringList dirContent =
Utils::FileSystem::getDirContent(configPath);
for (Utils::FileSystem::stringList::const_iterator
it = dirContent.cbegin(); it != dirContent.cend(); ++it) {
if (Utils::FileSystem::isRegularFile(*it)) {
// It's a file.
std::string filename = Utils::FileSystem::getFileName(*it);
// Need to confirm filename matches config format.
if (filename != "custom-.cfg" && Utils::String::startsWith(
filename, "custom-") && Utils::String::endsWith(filename, ".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;
}
// Return the theme folders for automatic collections (All, Favorites, Last Played)
// or a generic custom collections folder.
std::vector<std::string> CollectionSystemManager::getCollectionThemeFolders(bool custom)
{
std::vector<std::string> systems;
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;
}
// Return the theme folders in use for the user-defined custom collections.
std::vector<std::string> CollectionSystemManager::getUserCollectionThemeFolders()
{
std::vector<std::string> systems;
for (std::map<std::string, CollectionSystemData>::const_iterator
it = mCustomCollectionSystemsData.cbegin();
it != mCustomCollectionSystemsData.cend() ; it++ )
systems.push_back(it->second.decl.themeFolder);
return systems;
}
// Return whether a specific folder exists in the theme.
bool CollectionSystemManager::themeFolderExists(std::string folder)
{
std::vector<std::string> themeSys = getSystemsFromTheme();
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)
{
return getCollectionsFolder() + "/custom-" + collectionName + ".cfg";
}
std::string getCollectionsFolder()
{
return Utils::FileSystem::getGenericPath(Utils::FileSystem::getHomePath() +
"/.emulationstation/collections");
}
bool systemSort(SystemData* sys1, SystemData* sys2)
{
std::string name1 = Utils::String::toUpper(sys1->getName());
std::string name2 = Utils::String::toUpper(sys2->getName());
return name1.compare(name2) < 0;
}
// Return whether the system is a custom collection.
bool CollectionSystemManager::getIsCustomCollection(SystemData* system)
{
// Iterate the map.
for (std::map<std::string, CollectionSystemData>::const_iterator
it = mCustomCollectionSystemsData.cbegin();
it != mCustomCollectionSystemsData.cend() ; it++) {
if (it->second.system == system)
return true;
}
return false;
}