mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2024-11-28 17:15:38 +00:00
Added the ability to make complementary game systems customizations.
This commit is contained in:
parent
1ad55cdcec
commit
8a51919f31
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@ -1320,8 +1320,13 @@ void CollectionSystemsManager::addEnabledCollectionsToDisplayedSystems(
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std::vector<std::string> CollectionSystemsManager::getSystemsFromConfig()
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std::vector<std::string> CollectionSystemsManager::getSystemsFromConfig()
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{
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{
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std::vector<std::string> systems;
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std::vector<std::string> systems;
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std::string path = SystemData::getConfigPath(false);
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std::vector<std::string> configPaths = SystemData::getConfigPath(false);
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// Here we don't honor the <loadExclusive> tag which may be present in the custom es_systems.xml
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// file under ~/.emulationstation/custom_systems as we really want to include all the themes
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// supported by ES-DE. Otherwise a user may accidentally create a custom collection that
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// corresponds to a supported theme.
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for (auto path : configPaths) {
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if (!Utils::FileSystem::exists(path))
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if (!Utils::FileSystem::exists(path))
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return systems;
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return systems;
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@ -1345,8 +1350,11 @@ std::vector<std::string> CollectionSystemsManager::getSystemsFromConfig()
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system = system.next_sibling("system")) {
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system = system.next_sibling("system")) {
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// Theme folder.
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// Theme folder.
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std::string themeFolder = system.child("theme").text().get();
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std::string themeFolder = system.child("theme").text().get();
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if (std::find(systems.cbegin(), systems.cend(), themeFolder) == systems.cend())
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systems.push_back(themeFolder);
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systems.push_back(themeFolder);
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}
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}
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}
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std::sort(systems.begin(), systems.end());
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std::sort(systems.begin(), systems.end());
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return systems;
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return systems;
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}
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}
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@ -387,9 +387,17 @@ bool SystemData::loadConfig()
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LOG(LogInfo) << "Populating game systems...";
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LOG(LogInfo) << "Populating game systems...";
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std::string path = getConfigPath(true);
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std::vector<std::string> configPaths = getConfigPath(true);
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const std::string rompath = FileData::getROMDirectory();
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const std::string rompath = FileData::getROMDirectory();
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bool onlyProcessCustomFile = false;
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for (auto path : configPaths) {
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// If the loadExclusive tag is present in the custom es_systems.xml file, then skip
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// processing of the bundled configuration file.
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if (onlyProcessCustomFile)
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break;
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LOG(LogInfo) << "Parsing systems configuration file \"" << path << "\"...";
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LOG(LogInfo) << "Parsing systems configuration file \"" << path << "\"...";
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pugi::xml_document doc;
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pugi::xml_document doc;
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@ -404,6 +412,19 @@ bool SystemData::loadConfig()
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return true;
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return true;
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}
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}
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pugi::xml_node loadExclusive = doc.child("loadExclusive");
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if (loadExclusive) {
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if (path == configPaths.front() && configPaths.size() > 1) {
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LOG(LogInfo) << "Only loading custom file as the <loadExclusive> tag is present";
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onlyProcessCustomFile = true;
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}
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else {
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LOG(LogWarning) << "A <loadExclusive> tag is present in the bundled es_systems.xml "
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"file, ignoring it as this is only supposed to be used for the "
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"custom es_systems.xml file";
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}
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}
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// Actually read the file.
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// Actually read the file.
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pugi::xml_node systemList = doc.child("systemList");
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pugi::xml_node systemList = doc.child("systemList");
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@ -448,10 +469,12 @@ bool SystemData::loadConfig()
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#endif
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#endif
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path = Utils::String::replace(path, "//", "/");
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path = Utils::String::replace(path, "//", "/");
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// Check that the ROM directory for the system is valid or otherwise abort the processing.
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// Check that the ROM directory for the system is valid or otherwise abort the
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// processing.
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if (!Utils::FileSystem::exists(path)) {
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if (!Utils::FileSystem::exists(path)) {
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LOG(LogDebug) << "SystemData::loadConfig(): Skipping system \"" << name
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LOG(LogDebug) << "SystemData::loadConfig(): Skipping system \"" << name
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<< "\" as the defined ROM directory \"" << path << "\" does not exist";
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<< "\" as the defined ROM directory \"" << path
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<< "\" does not exist";
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continue;
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continue;
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}
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}
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if (!Utils::FileSystem::isDirectory(path)) {
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if (!Utils::FileSystem::isDirectory(path)) {
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@ -465,9 +488,9 @@ bool SystemData::loadConfig()
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// as that would lead to an infite loop, meaning the application would never start.
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// as that would lead to an infite loop, meaning the application would never start.
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std::string resolvedRompath = Utils::FileSystem::getCanonicalPath(rompath);
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std::string resolvedRompath = Utils::FileSystem::getCanonicalPath(rompath);
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if (resolvedRompath.find(Utils::FileSystem::getCanonicalPath(path)) == 0) {
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if (resolvedRompath.find(Utils::FileSystem::getCanonicalPath(path)) == 0) {
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LOG(LogWarning) << "Skipping system \"" << name
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LOG(LogWarning)
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<< "\" as the defined ROM directory \"" << path
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<< "Skipping system \"" << name << "\" as the defined ROM directory \""
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<< "\" is an infinitely recursive symlink";
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<< path << "\" is an infinitely recursive symlink";
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continue;
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continue;
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}
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}
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}
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}
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@ -501,7 +524,8 @@ bool SystemData::loadConfig()
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}
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}
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else if (!commands.empty() && commands.back().second == "") {
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else if (!commands.empty() && commands.back().second == "") {
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// There are more than one command tags and the first tag did not have a label.
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// There are more than one command tags and the first tag did not have a label.
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LOG(LogError) << "Missing mandatory label attribute for alternative emulator "
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LOG(LogError)
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<< "Missing mandatory label attribute for alternative emulator "
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"entry, only the first command tag will be processed for system \""
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"entry, only the first command tag will be processed for system \""
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<< name << "\"";
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<< name << "\"";
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break;
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break;
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@ -582,7 +606,8 @@ bool SystemData::loadConfig()
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// If the option to show hidden games has been disabled, then check whether all
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// If the option to show hidden games has been disabled, then check whether all
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// games for the system are hidden. That will flag the system as empty.
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// games for the system are hidden. That will flag the system as empty.
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if (!Settings::getInstance()->getBool("ShowHiddenGames")) {
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if (!Settings::getInstance()->getBool("ShowHiddenGames")) {
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std::vector<FileData*> recursiveGames = newSys->getRootFolder()->getChildrenRecursive();
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std::vector<FileData*> recursiveGames =
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newSys->getRootFolder()->getChildrenRecursive();
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onlyHidden = true;
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onlyHidden = true;
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for (auto it = recursiveGames.cbegin(); it != recursiveGames.cend(); it++) {
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for (auto it = recursiveGames.cbegin(); it != recursiveGames.cend(); it++) {
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if ((*it)->getType() != FOLDER) {
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if ((*it)->getType() != FOLDER) {
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@ -602,6 +627,7 @@ bool SystemData::loadConfig()
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sSystemVector.push_back(newSys);
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sSystemVector.push_back(newSys);
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}
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}
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}
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}
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}
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// Sort systems by their full names.
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// Sort systems by their full names.
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std::sort(std::begin(sSystemVector), std::end(sSystemVector),
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std::sort(std::begin(sSystemVector), std::end(sSystemVector),
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@ -634,8 +660,10 @@ void SystemData::deleteSystems()
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sSystemVector.clear();
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sSystemVector.clear();
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}
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}
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std::string SystemData::getConfigPath(bool legacyWarning)
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std::vector<std::string> SystemData::getConfigPath(bool legacyWarning)
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{
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{
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std::vector<std::string> paths;
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if (legacyWarning) {
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if (legacyWarning) {
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std::string legacyConfigFile =
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std::string legacyConfigFile =
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Utils::FileSystem::getHomePath() + "/.emulationstation/es_systems.cfg";
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Utils::FileSystem::getHomePath() + "/.emulationstation/es_systems.cfg";
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@ -662,7 +690,7 @@ std::string SystemData::getConfigPath(bool legacyWarning)
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if (Utils::FileSystem::exists(path)) {
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if (Utils::FileSystem::exists(path)) {
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LOG(LogInfo) << "Found custom systems configuration file";
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LOG(LogInfo) << "Found custom systems configuration file";
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return path;
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paths.push_back(path);
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}
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}
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#if defined(_WIN64)
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#if defined(_WIN64)
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@ -674,18 +702,16 @@ std::string SystemData::getConfigPath(bool legacyWarning)
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path = ResourceManager::getInstance()->getResourcePath(":/systems/unix/es_systems.xml", true);
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path = ResourceManager::getInstance()->getResourcePath(":/systems/unix/es_systems.xml", true);
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#endif
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#endif
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return path;
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paths.push_back(path);
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return paths;
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}
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}
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bool SystemData::createSystemDirectories()
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bool SystemData::createSystemDirectories()
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{
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{
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std::string path = getConfigPath(false);
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std::vector<std::string> configPaths = getConfigPath(true);
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const std::string rompath = FileData::getROMDirectory();
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const std::string rompath = FileData::getROMDirectory();
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if (!Utils::FileSystem::exists(path)) {
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bool onlyProcessCustomFile = false;
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LOG(LogInfo) << "Systems configuration file does not exist, aborting";
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return true;
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}
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LOG(LogInfo) << "Generating ROM directory structure...";
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LOG(LogInfo) << "Generating ROM directory structure...";
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@ -706,13 +732,42 @@ bool SystemData::createSystemDirectories()
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LOG(LogInfo) << "Base ROM directory \"" << rompath << "\" already exists";
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LOG(LogInfo) << "Base ROM directory \"" << rompath << "\" already exists";
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}
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}
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LOG(LogInfo) << "Parsing systems configuration file \"" << path << "\"...";
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if (configPaths.size() > 1) {
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// If the loadExclusive tag is present in the custom es_systems.xml file, then skip
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// processing of the bundled configuration file.
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pugi::xml_document doc;
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#if defined(_WIN64)
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pugi::xml_parse_result res =
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doc.load_file(Utils::String::stringToWideString(configPath).c_str());
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#else
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pugi::xml_parse_result res = doc.load_file(configPaths.front().c_str());
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#endif
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if (res) {
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pugi::xml_node loadExclusive = doc.child("loadExclusive");
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if (loadExclusive)
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onlyProcessCustomFile = true;
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}
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}
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// Process the custom es_systems.xml file after the bundled file, as any systems with identical
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// <path> tags will be overwritten by the last occurrence.
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std::reverse(configPaths.begin(), configPaths.end());
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std::vector<std::pair<std::string, std::string>> systemsVector;
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for (auto configPath : configPaths) {
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// If the loadExclusive tag is present.
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if (onlyProcessCustomFile && configPath == configPaths.front())
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continue;
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LOG(LogInfo) << "Parsing systems configuration file \"" << configPath << "\"...";
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pugi::xml_document doc;
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pugi::xml_document doc;
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#if defined(_WIN64)
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#if defined(_WIN64)
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pugi::xml_parse_result res = doc.load_file(Utils::String::stringToWideString(path).c_str());
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pugi::xml_parse_result res =
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doc.load_file(Utils::String::stringToWideString(configPath).c_str());
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#else
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#else
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pugi::xml_parse_result res = doc.load_file(path.c_str());
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pugi::xml_parse_result res = doc.load_file(configPath.c_str());
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#endif
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#endif
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if (!res) {
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if (!res) {
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@ -729,8 +784,6 @@ bool SystemData::createSystemDirectories()
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return true;
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return true;
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}
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}
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std::vector<std::string> systemsVector;
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for (pugi::xml_node system = systemList.child("system"); system;
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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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system = system.next_sibling("system")) {
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std::string systemDir;
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std::string systemDir;
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@ -799,7 +852,8 @@ bool SystemData::createSystemDirectories()
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#if defined(_WIN64)
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#if defined(_WIN64)
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systemInfoFile.open(
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systemInfoFile.open(
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Utils::String::stringToWideString(rompath + systemDir + systemInfoFileName).c_str());
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Utils::String::stringToWideString(rompath + systemDir + systemInfoFileName)
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.c_str());
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#else
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#else
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systemInfoFile.open(rompath + systemDir + systemInfoFileName);
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systemInfoFile.open(rompath + systemDir + systemInfoFileName);
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#endif
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#endif
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@ -813,6 +867,9 @@ bool SystemData::createSystemDirectories()
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}
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}
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systemInfoFile << "System name:" << std::endl;
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systemInfoFile << "System name:" << std::endl;
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if (configPaths.size() != 1 && configPath == configPaths.back())
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systemInfoFile << name << " (custom system)" << std::endl << std::endl;
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else
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systemInfoFile << name << std::endl << std::endl;
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systemInfoFile << name << std::endl << std::endl;
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systemInfoFile << "Full system name:" << std::endl;
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systemInfoFile << "Full system name:" << std::endl;
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systemInfoFile << fullname << std::endl << std::endl;
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systemInfoFile << fullname << std::endl << std::endl;
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@ -835,7 +892,18 @@ bool SystemData::createSystemDirectories()
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systemInfoFile << themeFolder << std::endl;
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systemInfoFile << themeFolder << std::endl;
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systemInfoFile.close();
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systemInfoFile.close();
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systemsVector.push_back(systemDir + ": " + fullname);
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auto systemIter = std::find_if(systemsVector.cbegin(), systemsVector.cend(),
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[systemDir](std::pair<std::string, std::string> system) {
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return system.first == systemDir;
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});
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if (systemIter != systemsVector.cend())
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systemsVector.erase(systemIter);
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if (configPaths.size() != 1 && configPath == configPaths.back())
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systemsVector.push_back(std::make_pair(systemDir + " (custom system)", fullname));
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else
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systemsVector.push_back(std::make_pair(systemDir, fullname));
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if (replaceInfoFile) {
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if (replaceInfoFile) {
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LOG(LogInfo) << "Replaced existing system information file \""
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LOG(LogInfo) << "Replaced existing system information file \""
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@ -846,6 +914,7 @@ bool SystemData::createSystemDirectories()
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<< rompath + systemDir + systemInfoFileName << "\"";
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<< rompath + systemDir + systemInfoFileName << "\"";
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}
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}
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}
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}
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}
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// Also generate a systems.txt file directly in the ROM directory root that contains the
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// Also generate a systems.txt file directly in the ROM directory root that contains the
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// mappings between the system directory names and the full system names. This makes it
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// mappings between the system directory names and the full system names. This makes it
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@ -870,8 +939,10 @@ bool SystemData::createSystemDirectories()
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systemsFileSuccess = false;
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systemsFileSuccess = false;
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}
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}
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else {
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else {
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for (std::string systemEntry : systemsVector) {
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std::sort(systemsVector.begin(), systemsVector.end());
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systemsFile << systemEntry << std::endl;
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for (auto systemEntry : systemsVector) {
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systemsFile << systemEntry.first.append(": ").append(systemEntry.second)
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<< std::endl;
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}
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}
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systemsFile.close();
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systemsFile.close();
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}
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}
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@ -102,9 +102,9 @@ public:
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std::string getLaunchCommandFromLabel(const std::string& label);
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std::string getLaunchCommandFromLabel(const std::string& label);
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static void deleteSystems();
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static void deleteSystems();
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// Loads the systems configuration file at getConfigPath() and creates the systems.
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// Loads the systems configuration file(s) at getConfigPath() and creates the systems.
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static bool loadConfig();
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static bool loadConfig();
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static std::string getConfigPath(bool legacyWarning);
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static std::vector<std::string> getConfigPath(bool legacyWarning);
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// Generates the game system directories and information files based on es_systems.xml.
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// Generates the game system directories and information files based on es_systems.xml.
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static bool createSystemDirectories();
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static bool createSystemDirectories();
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