ES-DE/src/XMLReader.cpp

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#include "XMLReader.h"
#include "SystemData.h"
#include "GameData.h"
#include "pugiXML/pugixml.hpp"
#include <boost/filesystem.hpp>
//this is obviously an incredibly inefficient way to go about searching
//some day I may change this to use hash tables or something
//but I don't think it'll matter too much with the size of most collections
GameData* searchFolderByPath(FolderData* folder, std::string const& path)
{
for(unsigned int i = 0; i < folder->getFileCount(); i++)
{
FileData* file = folder->getFile(i);
if(file->isFolder())
{
GameData* result = searchFolderByPath((FolderData*)file, path);
if(result)
return (GameData*)result;
}else{
if(file->getPath() == path)
return (GameData*)file;
}
}
return NULL;
}
GameData* createGameFromPath(std::string gameAbsPath, SystemData* system)
{
std::string gamePath = gameAbsPath;
std::string sysPath = system->getStartPath();
//strip out the system path stuff so it's relative to the system root folder
for(unsigned int i = 0; i < gamePath.length(); i++)
{
if(gamePath[i] != sysPath[i])
{
gamePath = gamePath.substr(i, gamePath.length() - i);
break;
}
}
if(gamePath[0] != '/')
gamePath.insert(0, "/");
//make our way through the directory tree finding each folder in our path or creating it if it doesn't exist
FolderData* folder = system->getRootFolder();
unsigned int separator = 0;
unsigned int nextSeparator = 0;
while(nextSeparator != std::string::npos)
{
//determine which chunk of the path we're testing right now
nextSeparator = gamePath.find('/', separator + 1);
if(nextSeparator == std::string::npos)
break;
std::string checkName = gamePath.substr(separator + 1, nextSeparator - separator - 1);
separator = nextSeparator;
//see if the folder already exists
bool foundFolder = false;
for(unsigned int i = 0; i < folder->getFileCount(); i++)
{
FileData* checkFolder = folder->getFile(i);
if(checkFolder->isFolder() && checkFolder->getName() == checkName)
{
folder = (FolderData*)checkFolder;
foundFolder = true;
break;
}
}
//the folder didn't already exist, so create it
if(!foundFolder)
{
FolderData* newFolder = new FolderData(system, folder->getPath() + "/" + checkName, checkName);
folder->pushFileData(newFolder);
folder = newFolder;
}
}
//find gameName
std::string gameName = gamePath.substr(separator + 1, gamePath.find(system->getExtension(), separator) - separator - 1);
GameData* game = new GameData(system, gameAbsPath, gameName);
folder->pushFileData(game);
return game;
}
void parseGamelist(SystemData* system)
{
if(!system->hasGamelist())
return;
std::string xmlpath = system->getRootFolder()->getPath() + "/gamelist.xml";
std::cout << "Parsing XML file \"" << xmlpath << "\"...\n";
pugi::xml_document doc;
pugi::xml_parse_result result = doc.load_file(xmlpath.c_str());
if(!result)
{
std::cerr << "Error parsing XML file \"" << xmlpath << "\"!\n";
std::cerr << " " << result.description() << "\n";
return;
}
pugi::xml_node root = doc.child("gameList");
if(!root)
{
std::cerr << "Error - could not find <gameList> node in XML document!\n";
return;
}
for(pugi::xml_node gameNode = root.child("game"); gameNode; gameNode = gameNode.next_sibling("game"))
{
pugi::xml_node pathNode = gameNode.child("path");
if(!pathNode)
{
std::cerr << "Error - <game> node contains no <path> child!\n";
return;
}
std::string path = pathNode.text().get();
if(boost::filesystem::exists(path))
{
GameData* game = searchFolderByPath(system->getRootFolder(), path);
if(game == NULL)
game = createGameFromPath(path, system);
//actually gather the information in the XML doc, then pass it to the game's set method
std::string newName, newDesc, newImage;
if(gameNode.child("name"))
newName = gameNode.child("name").text().get();
if(gameNode.child("desc"))
newDesc = gameNode.child("desc").text().get();
if(gameNode.child("image"))
newImage = gameNode.child("image").text().get();
game->set(newName, newDesc, newImage);
}else{
std::cerr << "Game at \"" << path << "\" does not exist!\n";
}
}
std::cout << "XML parsing complete.\n";
}