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https://github.com/RetroDECK/ES-DE.git
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Themes can now be used without the detailed GuiGameList.
If a theme.xml is not found in a system's directory, ES will now check for $HOME/.emulationstation/es_theme.xml. If present, it will load that. Fixed GuiGameList image data not updating on system change/initial startup. (finally!)
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@ -34,7 +34,7 @@ gamelist.xml
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============
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If a file named gamelist.xml is found in the root of a system's search directory, it will be parsed and the detailed GuiGameList will be used. This means you can define images, descriptions, and different names for files.
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Images are meant to be 256x256, but ES won't stop you from using other sizes - they'll just be placed wrong. I'd like to add automatic scaling (with SDL_gfx) in a future update.
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Images will be automatically resized to fit within the left column of the screen. Smaller images will load faster, so try to keep your resolution low.
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An example gamelist.xml:
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```
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<gameList>
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@ -55,7 +55,7 @@ The switch `--gamelist-only` can be used to skip automatic searching, and only d
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Themes
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======
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At the moment, theming is still in flux. But if you want to play around with what's here, you can place a theme.xml file in a system's directory. It will be automatically loaded if present (and you're using the detailed view - any system has a gamelist.xml set up).
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At the moment, theming is still in flux. But if you want to play around with what's here, feel free. ES will first check a system's search directory for a file named theme.xml. If that's not found, it'll check $HOME/.emulationstation/es_theme.xml.
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Themes are drawn before the rest of the game list. Here's the example I've been using to test a background:
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```
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@ -75,4 +75,3 @@ Variable support is present, but the only variable defined right now is $headerH
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-Aloshi
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http://www.aloshi.com
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@ -1,3 +1,9 @@
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August 12
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-If a theme.xml is not found in a system's directory, ES will now check for $HOME/.emulationstation/es_theme.xml. If present, it will load that.
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-Themes can now be used without the detailed GuiGameList.
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-Fixed GuiGameList image data not updating on system change/initial startup (finally!)
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-Made the GuiList code a little bit less likely to crash on empty lists
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August 10
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-Themes now load from system directories (and thus you can set a different theme for each system)
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-Theme paths now expand . (to directory of this theme.xml) and ~ (to $HOME).
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@ -242,12 +242,6 @@ void InputManager::loadConfig()
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std::string InputManager::getConfigPath()
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{
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std::string home = getenv("HOME");
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if(home.empty())
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{
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std::cerr << "FATAL ERROR - $HOME environment variable is blank or not defined!\n";
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exit(1);
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return "";
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}
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return(home + "/.emulationstation/es_input.cfg");
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home += "/.emulationstation/es_input.cfg";
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return home;
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}
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@ -23,18 +23,15 @@ GuiGameList::GuiGameList(bool useDetail)
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{
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mList = new GuiList<FileData*>(Renderer::getScreenWidth() * 0.4, Renderer::getFontHeight(Renderer::LARGE) + 2);
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mTheme = new GuiTheme();
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//addChild(mTheme); //currently manually rendered before everything else in GuiGameList::onRender
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//updateTheme();
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mScreenshot = new GuiImage(Renderer::getScreenWidth() * 0.2, Renderer::getFontHeight(Renderer::LARGE) + 2, "", Renderer::getScreenWidth() * 0.3);
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addChild(mScreenshot);
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}else{
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mList = new GuiList<FileData*>(0, Renderer::getFontHeight(Renderer::LARGE) + 2);
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mScreenshot = NULL;
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mTheme = NULL;
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}
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mTheme = new GuiTheme(); //not a child because it's rendered manually by GuiGameList::onRender (to make sure it's rendered first)
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addChild(mList);
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setSystemId(0);
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@ -81,6 +78,7 @@ void GuiGameList::setSystemId(int id)
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updateTheme();
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updateList();
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updateDetailData();
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}
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void GuiGameList::onRender()
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@ -142,6 +140,7 @@ void GuiGameList::onInput(InputManager::InputButton button, bool keyDown)
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mFolder = mFolderStack.top();
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mFolderStack.pop();
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updateList();
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updateDetailData();
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}
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if(button == InputManager::RIGHT && keyDown)
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@ -162,12 +161,7 @@ void GuiGameList::onInput(InputManager::InputButton button, bool keyDown)
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{
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if(!keyDown && (button == InputManager::UP || button == InputManager::DOWN))
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{
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if(mList->getSelectedObject() && !mList->getSelectedObject()->isFolder())
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{
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mScreenshot->setImage(((GameData*)mList->getSelectedObject())->getImagePath());
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}else{
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mScreenshot->setImage("");
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}
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updateDetailData();
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}
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}
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}
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@ -195,24 +189,38 @@ void GuiGameList::updateTheme()
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if(!mTheme)
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return;
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std::string defaultPath = getenv("HOME");
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defaultPath += "/.emulationstation/es_theme.xml";
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std::string themePath = mSystem->getStartPath() + "/theme.xml";
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if(boost::filesystem::exists(themePath))
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mTheme->readXML(themePath);
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else if(boost::filesystem::exists(defaultPath))
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mTheme->readXML(defaultPath);
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else
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mTheme->readXML(""); //clears any current theme
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}
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void GuiGameList::updateDetailData()
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{
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if(!mDetailed)
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return;
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if(mList->getSelectedObject() && !mList->getSelectedObject()->isFolder())
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{
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mScreenshot->setImage(((GameData*)mList->getSelectedObject())->getImagePath());
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}else{
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mScreenshot->setImage("");
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}
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}
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//these are called when the menu opens/closes
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//the second bit should be moved to GuiList
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void GuiGameList::onPause()
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{
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InputManager::unregisterComponent(this);
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InputManager::unregisterComponent(mList);
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}
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void GuiGameList::onResume()
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{
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InputManager::registerComponent(this);
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InputManager::registerComponent(mList);
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}
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@ -17,7 +17,6 @@ public:
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GuiGameList(bool useDetail = false);
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~GuiGameList();
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void updateList();
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void setSystemId(int id);
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void onRender();
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@ -26,7 +25,9 @@ public:
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void onResume();
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private:
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void updateList();
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void updateTheme();
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void updateDetailData();
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SystemData* mSystem;
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FolderData* mFolder;
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@ -156,13 +156,19 @@ void GuiList<listType>::clear()
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template <typename listType>
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std::string GuiList<listType>::getSelectedName()
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{
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if((int)mRowVector.size() > mSelection)
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return mRowVector.at(mSelection).name;
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else
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return "";
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}
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template <typename listType>
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listType GuiList<listType>::getSelectedObject()
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{
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if((int)mRowVector.size() > mSelection)
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return mRowVector.at(mSelection).object;
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else
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return NULL;
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}
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template <typename listType>
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@ -170,3 +176,15 @@ int GuiList<listType>::getSelection()
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{
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return mSelection;
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}
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template <typename listType>
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void GuiList<listType>::onPause()
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{
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InputManager::unregisterComponent(this);
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}
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template <typename listType>
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void GuiList<listType>::onResume()
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{
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InputManager::registerComponent(this);
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}
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@ -25,6 +25,9 @@ public:
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void addObject(std::string name, listType obj, int color = 0xFF0000);
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void clear();
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void onPause();
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void onResume();
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std::string getSelectedName();
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listType getSelectedObject();
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int getSelection();
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@ -31,6 +31,9 @@ void GuiTheme::deleteComponents()
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void GuiTheme::readXML(std::string path)
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{
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if(mPath == path)
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return;
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deleteComponents();
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mPath = path;
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22
src/main.cpp
22
src/main.cpp
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bool IGNOREGAMELIST = false;
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float FRAMERATE = 0;
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namespace fs = boost::filesystem;
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int main(int argc, char* argv[])
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{
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bool running = true;
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{
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std::cerr << "Error - could not initialize SDL!\n";
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std::cerr << " " << SDL_GetError() << "\n";
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std::cerr << "\nAre you in the 'video' and 'input' groups?\n";
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std::cerr << "Are you in the 'video' and 'input' groups? Are you running with X closed?\n";
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return 1;
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}
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if(TTF_Init() != 0)
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//make sure the config directory exists
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std::string home = getenv("HOME");
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std::string configDir = home + "/.emulationstation";
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if(!boost::filesystem::exists(configDir))
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if(!fs::exists(configDir))
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{
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std::cout << "Creating config directory \"" << configDir << "\"\n";
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boost::filesystem::create_directory(configDir);
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fs::create_directory(configDir);
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}
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//check if there are config files in the old places, and if so, move them to the new directory
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std::string oldSysPath = home + "/.es_systems.cfg";
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std::string oldInpPath = home + "/.es_input.cfg";
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if(boost::filesystem::exists(oldSysPath))
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if(fs::exists(oldSysPath))
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{
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std::cout << "Moving old system config file " << oldSysPath << " to new path at " << SystemData::getConfigPath() << "\n";
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boost::filesystem::copy_file(oldSysPath, SystemData::getConfigPath());
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boost::filesystem::remove(oldSysPath);
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fs::copy_file(oldSysPath, SystemData::getConfigPath());
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fs::remove(oldSysPath);
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}
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if(boost::filesystem::exists(oldInpPath))
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if(fs::exists(oldInpPath))
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{
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std::cout << "Deleting old input config file\n";
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boost::filesystem::remove(oldInpPath);
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fs::remove(oldInpPath);
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}
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//try loading the system config file
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if(!boost::filesystem::exists(SystemData::getConfigPath())) //if it doesn't exist, create the example and quit
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if(!fs::exists(SystemData::getConfigPath())) //if it doesn't exist, create the example and quit
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{
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std::cerr << "A system config file in " << SystemData::getConfigPath() << " was not found. An example will be created.\n";
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SystemData::writeExampleConfig();
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}
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//choose which Gui to open up
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if(boost::filesystem::exists(InputManager::getConfigPath()))
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if(fs::exists(InputManager::getConfigPath()))
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{
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InputManager::loadConfig();
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new GuiGameList(useDetail);
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