// SPDX-License-Identifier: MIT // // ES-DE Frontend // CollectionSystemsManager.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 CollectionSystemsManager // populates and manages the collections. // // The custom collections have simple data files which are just lists of ROM files. // // In addition to this, CollectionSystemsManager 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. // #include "CollectionSystemsManager.h" #include "FileData.h" #include "FileFilterIndex.h" #include "Log.h" #include "Settings.h" #include "SystemData.h" #include "ThemeData.h" #include "UIModeController.h" #include "Window.h" #include "utils/FileSystemUtil.h" #include "utils/LocalizationUtil.h" #include "utils/StringUtil.h" #include "utils/TimeUtil.h" #include "views/GamelistView.h" #include #include #include #define INVALID_COLLECTION_CHARACTERS "*\",./:;<>\\|\n\t\r" CollectionSystemsManager::CollectionSystemsManager() noexcept : mWindow {Window::getInstance()} , mApplicationStartup {false} { // clang-format off CollectionSystemDecl systemDecls[] { // Type Name Full 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 } }; // clang-format on #if defined(GETTEXT_DUMMY_ENTRIES) // This is just to get gettext msgid entries added to the PO message catalog files. _("all games"); _("last played"); _("favorites"); _("collections"); #endif // Create a map of the collections. std::vector tempSystemDecl {std::vector( systemDecls, systemDecls + sizeof(systemDecls) / sizeof(systemDecls[0]))}; for (std::vector::const_iterator it = tempSystemDecl.cbegin(); it != tempSystemDecl.cend(); ++it) mCollectionSystemDeclsIndex[(*it).name] = (*it); // Setup the standard environment. mCollectionEnvData = new SystemEnvironmentData; mCollectionEnvData->mStartPath = ""; std::vector exts; mCollectionEnvData->mSearchExtensions = exts; std::vector> commands; mCollectionEnvData->mLaunchCommands = commands; std::vector 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; mHasEnabledCustomCollection = false; mEditingCollection = "Favorites"; mEditingCollectionSystemData = nullptr; mCustomCollectionsBundle = nullptr; } CollectionSystemsManager* CollectionSystemsManager::getInstance() { static CollectionSystemsManager instance; return &instance; } void CollectionSystemsManager::deinit(const bool shutdown) { // Don't attempt to remove any collections if no systems exist. if (SystemData::sSystemVector.size() > 0) { removeCollectionsFromDisplayedSystems(); // Delete all custom collections. for (std::map::iterator it = mCustomCollectionSystemsData.begin(); it != mCustomCollectionSystemsData.end(); ++it) { delete it->second.system; it->second.system = nullptr; } mCustomCollectionSystemsData.clear(); // Delete the custom collections bundle. if (mCustomCollectionsBundle) { delete mCustomCollectionsBundle; mCustomCollectionsBundle = nullptr; } // Delete the auto collections systems. for (auto it = mAutoCollectionSystemsData.begin(); // Line break. it != mAutoCollectionSystemsData.end(); ++it) { delete (*it).second.system; (*it).second.system = nullptr; } } if (shutdown) delete mCollectionEnvData; } void CollectionSystemsManager::saveCustomCollection(SystemData* sys) { #if defined(_WIN64) std::string rompath {Utils::String::replace(FileData::getROMDirectory(), "\\", "/")}; #else std::string rompath {FileData::getROMDirectory()}; #endif rompath = Utils::String::replace(rompath, "//", "/"); std::string name {sys->getName()}; std::unordered_map 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 fileGameEntries; std::vector 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);) { // Remove Windows carriage return characters. gameEntry = Utils::String::replace(gameEntry, "\r", ""); std::string gamePath {Utils::String::replace(gameEntry, "%ROMPATH%", rompath)}; gamePath = Utils::String::replace(gamePath, "//", "/"); // Only add the entry if it doesn't exist, i.e. only add missing files. if (!Utils::FileSystem::exists(gamePath)) fileGameEntries.push_back(gameEntry); } configFileIn.close(); for (std::unordered_map::const_iterator it = games.cbegin(); it != games.cend(); ++it) { std::string path {it->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) configFileOut.open( Utils::String::stringToWideString(getCustomCollectionConfigPath(name)).c_str(), std::ios::binary); #else configFileOut.open(getCustomCollectionConfigPath(name), std::ios::binary); #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; } } void CollectionSystemsManager::loadCollectionSystems() { mApplicationStartup = true; 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(); } mApplicationStartup = false; } void CollectionSystemsManager::loadEnabledListFromSettings() { // We parse the auto collection settings list. std::vector autoSelected {Utils::String::delimitedStringToVector( Settings::getInstance()->getString("CollectionSystemsAuto"), ",", true)}; // Iterate the map. for (std::map::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 customSelected {Utils::String::delimitedStringToVector( Settings::getInstance()->getString("CollectionSystemsCustom"), ",", true)}; // Iterate the map. for (std::map::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; } } void CollectionSystemsManager::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); if (mApplicationStartup) return; // Create views for collections, before reload. for (auto sysIt = SystemData::sSystemVector.cbegin(); // Line break. sysIt != SystemData::sSystemVector.cend(); ++sysIt) { if ((*sysIt)->isCollection()) ViewController::getInstance()->getGamelistView((*sysIt)); } // If we were editing a custom collection, and it's no longer enabled, exit edit mode. if (mIsEditingCustom && !mEditingCollectionSystemData->isEnabled) { exitEditMode(); } } void CollectionSystemsManager::refreshCollectionSystems(FileData* file, bool refreshDisabledAutoCollections) { 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 allCollections; allCollections.insert(mAutoCollectionSystemsData.cbegin(), mAutoCollectionSystemsData.cend()); allCollections.insert(mCustomCollectionSystemsData.cbegin(), mCustomCollectionSystemsData.cend()); for (auto sysDataIt = allCollections.cbegin(); // Line break. sysDataIt != allCollections.cend(); ++sysDataIt) { if (sysDataIt->second.isEnabled || (refreshDisabledAutoCollections && !sysDataIt->second.system->isGroupedCustomCollection())) updateCollectionSystem(file, sysDataIt->second); } } void CollectionSystemsManager::updateCollectionSystem(FileData* file, CollectionSystemData sysData) { if (sysData.isPopulated) { // Skip all custom collections where the game does not exist. if (sysData.decl.isCustom) { if (!inCustomCollection(sysData.system->getFullName(), file)) return; } // Collection files use the full path as key, to avoid clashes. std::string key {file->getFullPath()}; SystemData* curSys {sysData.system}; bool favoritesSorting {false}; // Read the applicable favorite sorting setting depending on whether the // system is a custom collection or not. if (sysData.decl.isCustom) favoritesSorting = Settings::getInstance()->getBool("FavFirstCustom"); else favoritesSorting = Settings::getInstance()->getBool("FavoritesFirst"); const std::unordered_map& 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::getInstance()->getGamelistView(curSys).get()->remove( collectionEntry, false); } else if (name == "recent" && file->metadata.get("lastplayed") == "0") { // If lastplayed is set to 0 it means the entry has been cleared, and the // game should therefore be removed. ViewController::getInstance()->getGamelistView(curSys).get()->remove( collectionEntry, false); ViewController::getInstance()->onFileChanged(rootFolder, true); } else if (curSys->isCollection() && !file->getCountAsGame()) { // If the countasgame flag has been set to false, then remove the game. if (curSys->isGroupedCustomCollection()) { ViewController::getInstance() ->getGamelistView(curSys->getRootFolder()->getParent()->getSystem()) .get() ->remove(collectionEntry, false); FileData* parentRootFolder { rootFolder->getParent()->getSystem()->getRootFolder()}; parentRootFolder->sort(parentRootFolder->getSortTypeFromString( parentRootFolder->getSortTypeString()), favoritesSorting); mWindow->queueInfoPopup( Utils::String::format( _("DISABLED '%s' IN '%s'"), Utils::String::toUpper( Utils::String::removeParenthesis(file->getName())) .c_str(), Utils::String::toUpper(sysData.system->getName()).c_str()), 4000); } else { ViewController::getInstance()->getGamelistView(curSys).get()->remove( collectionEntry, false); } rootFolder->sort(rootFolder->getSortTypeFromString(rootFolder->getSortTypeString()), favoritesSorting); } else { // Re-index with new metadata. fileIndex->addToIndex(collectionEntry); ViewController::getInstance()->onFileChanged(collectionEntry, true); } } else { bool addGame {false}; // We didn't find the entry in the collection, so 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::getInstance()->getGamelistView(curSys)->onFileChanged(newGame, true); } } if (name == "recent") { rootFolder->sort(rootFolder->getSortTypeFromString("last played, ascending")); } else if (sysData.decl.isCustom) { rootFolder->sort(rootFolder->getSortTypeFromString(rootFolder->getSortTypeString()), favoritesSorting); } // 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()) { // For custom collections, depending on whether the collection is grouped or not, // update either only the actual system or both the actual system and its parent. if (rootFolder->getSystem()->isGroupedCustomCollection()) { rootFolder->getParent()->sort(rootFolder->getParent()->getSortTypeFromString( rootFolder->getParent()->getSortTypeString()), favoritesSorting); rootFolder->sort(rootFolder->getSortTypeFromString(rootFolder->getSortTypeString()), favoritesSorting); } else { rootFolder->sort(rootFolder->getSortTypeFromString(rootFolder->getSortTypeString()), favoritesSorting); } } else if (!sysData.decl.isCustom) { rootFolder->sort(rootFolder->getSortTypeFromString(rootFolder->getSortTypeString()), favoritesSorting); } if (name == "recent") { trimCollectionCount(rootFolder, LAST_PLAYED_MAX); ViewController::getInstance()->onFileChanged(rootFolder, false); // This is a bit of a hack to prevent a jump to the first line of the gamelist // if an entry is manually adjusted from within the 'recent' gamelist, for example // by toggling a game as favorite. If the time since the last played timestamp is // less than two seconds, then assume that the game was actually just launched, // and therefore jump to the first line. The two seconds is incredibly generous // as normally it would rather be some milliseconds, but who knows what special // circumstances could cause a slight delay so let's keep a large margin. auto nTime = Utils::Time::now(); if (nTime - Utils::Time::stringToTime(file->metadata.get("lastplayed")) < 2) { // Select the first row of the gamelist (the game just played). GamelistView* gameList {ViewController::getInstance() ->getGamelistView(getSystemToView(sysData.system)) .get()}; gameList->setCursor(gameList->getFirstEntry()); } } else { if (sysData.decl.isCustom) { // For custom collections, update either the actual system or its parent depending // on whether the collection is grouped or not. ViewController::getInstance()->onFileChanged(rootFolder, true); if (rootFolder->getSystem()->isGroupedCustomCollection()) ViewController::getInstance()->onFileChanged(rootFolder->getParent(), true); else ViewController::getInstance()->onFileChanged(rootFolder, true); } else { ViewController::getInstance()->onFileChanged(rootFolder, true); } } } } void CollectionSystemsManager::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 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& 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::getInstance() ->getGamelistView(systemViewToUpdate) .get() ->remove(collectionEntry, false); if (sysDataIt->second.decl.isCustom) saveCustomCollection(sysDataIt->second.system); } } } } const bool CollectionSystemsManager::isThemeGenericCollectionCompatible( bool genericCustomCollections) { std::vector cfgSys {getCollectionThemeFolders(genericCustomCollections)}; for (auto sysIt = cfgSys.cbegin(); sysIt != cfgSys.cend(); ++sysIt) { if (!themeFolderExists(*sysIt)) return false; } return true; } const bool CollectionSystemsManager::isThemeCustomCollectionCompatible( const std::vector& stringVector) { if (isThemeGenericCollectionCompatible(true)) return true; // Get theme path. auto themes = ThemeData::getThemes(); auto theme = themes.find(Settings::getInstance()->getString("Theme")); if (theme != themes.cend()) { std::string defaultThemeFilePath {theme->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 CollectionSystemsManager::getValidNewCollectionName(const std::string& inName, int index) { std::string name {inName}; if (name.length() > 160) { LOG(LogWarning) << "Requested custom collection name is too long, shortening it"; name = name.substr(0, 160); } if (index == 0) { size_t remove {std::string::npos}; // Remove invalid characters. while ((remove = name.find_first_of(INVALID_COLLECTION_CHARACTERS)) != std::string::npos) name.erase(remove, 1); } else { name.append(" (").append(std::to_string(index)).append(")"); LOG(LogInfo) << "A custom collection with the requested name already exists, changing name from \"" << inName << "\" to \"" << name << "\""; } // Trim leading and trailing whitespaces. name = Utils::String::trim(name); if (name == "") name = "new collection"; if (index == 0 && (Utils::String::toLower(name) != Utils::String::toLower(inName))) { LOG(LogWarning) << "Requested custom collection name contained one or more invalid characters, name " "was changed from \"" << inName << "\" to \"" << name << "\""; } // Get used systems from es_systems.xml. std::vector systemsInUse {getSystemsFromConfig()}; // Get folders assigned to custom collections. std::vector autoSys {getCollectionThemeFolders(false)}; // Get folder assigned to custom collections. std::vector customSys {getCollectionThemeFolders(true)}; // Get folders assigned to user collections. std::vector 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 (Utils::String::toLower(*sysIt) == Utils::String::toLower(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 CollectionSystemsManager::setEditMode(const std::string& collectionName, bool showPopup) { 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; if (showPopup) { const std::string controllerType { Settings::getInstance()->getString("InputControllerType")}; std::string editButton; if (controllerType == "ps123" || controllerType == "ps4" || controllerType == "ps5") { #if defined(_MSC_VER) // MSVC compiler. if (Settings::getInstance()->getBool("InputSwapButtons")) editButton = Utils::String::wideStringToString(L"\uF04D"); // Square. else editButton = Utils::String::wideStringToString(L"\uF0D8"); // Triangle. #else if (Settings::getInstance()->getBool("InputSwapButtons")) editButton = "\uF04D"; // Square. else editButton = "\uF0D8"; // Triangle. #endif } else { if (Settings::getInstance()->getBool("InputSwapButtons")) editButton = "'X'"; else editButton = "'Y'"; } mWindow->queueInfoPopup( Utils::String::format(_("EDITING '%s' COLLECTION, ADD/REMOVE GAMES WITH %s"), Utils::String::toUpper(collectionName).c_str(), editButton.c_str()), 10000); } } void CollectionSystemsManager::exitEditMode(bool showPopup) { if (showPopup) { mWindow->queueInfoPopup( Utils::String::format(_("FINISHED EDITING '%s' COLLECTION"), Utils::String::toUpper(mEditingCollection).c_str()), 4000); } mIsEditingCustom = false; mEditingCollection = "Favorites"; // Remove all tick marks from the games that are part of the collection. for (auto it = SystemData::sSystemVector.begin(); it != SystemData::sSystemVector.end(); ++it) { ViewController::getInstance()->getGamelistView((*it))->onFileChanged( ViewController::getInstance()->getGamelistView((*it))->getCursor(), false); } mEditingCollectionSystemData->system->onMetaDataSavePoint(); } const bool CollectionSystemsManager::inCustomCollection(const std::string& collectionName, FileData* gameFile) { auto collectionEntry = mCustomCollectionSystemsData.find(collectionName); if (collectionEntry != mCustomCollectionSystemsData.end()) { const std::unordered_map& children { collectionEntry->second.system->getRootFolder()->getChildrenByFilename()}; return children.find(gameFile->getFullPath()) != children.cend(); } return false; } const bool CollectionSystemsManager::toggleGameInCollection(FileData* file) { if (file->getType() == GAME) { 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& children { rootFolder->getChildrenByFilename()}; bool found {children.find(key) != children.cend()}; FileFilterIndex* fileIndex {sysData->getIndex()}; SystemData* systemViewToUpdate {getSystemToView(sysData)}; if (found) { adding = false; // If we found it, we need to remove it. FileData* collectionEntry {children.at(key)}; fileIndex->removeFromIndex(collectionEntry); ViewController::getInstance() ->getGamelistView(systemViewToUpdate) .get() ->remove(collectionEntry, false); systemViewToUpdate->getRootFolder()->sort( rootFolder->getSortTypeFromString(rootFolder->getSortTypeString()), Settings::getInstance()->getBool("FavFirstCustom")); ViewController::getInstance()->reloadGamelistView(systemViewToUpdate); updateCollectionFolderMetadata(systemViewToUpdate); } else { // We didn't find it here, so we should add it. CollectionFileData* newGame {new CollectionFileData(file, sysData)}; rootFolder->addChild(newGame); systemViewToUpdate->getRootFolder()->sort( rootFolder->getSortTypeFromString(rootFolder->getSortTypeString()), Settings::getInstance()->getBool("FavFirstCustom")); ViewController::getInstance()->onFileChanged(systemViewToUpdate->getRootFolder(), true); fileIndex->addToIndex(newGame); // Add to bundle index as well, if needed. if (systemViewToUpdate != sysData) systemViewToUpdate->getIndex()->addToIndex(newGame); } saveCustomCollection(sysData); } else { file->getSourceFileData()->getSystem()->getIndex()->removeFromIndex( file->getSourceFileData()); 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->getSourceFileData()); file->getSourceFileData()->getSystem()->onMetaDataSavePoint(); refreshCollectionSystems(file->getSourceFileData()); if (mAutoCollectionSystemsData["favorites"].isEnabled) ViewController::getInstance()->reloadGamelistView( mAutoCollectionSystemsData["favorites"].system); } std::string sysTemp {sysName}; if (sysTemp == "Favorites") sysTemp = _("Favorites"); if (adding) { mWindow->queueInfoPopup(Utils::String::format(_("ADDED '%s' TO '%s'"), Utils::String::toUpper(name).c_str(), Utils::String::toUpper(sysTemp).c_str()), 4000); } else { mWindow->queueInfoPopup(Utils::String::format(_("REMOVED '%s' FROM '%s'"), Utils::String::toUpper(name).c_str(), Utils::String::toUpper(sysTemp).c_str()), 4000); } return true; } return false; } SystemData* CollectionSystemsManager::getSystemToView(SystemData* sys) { SystemData* systemToView {sys}; FileData* rootFolder {sys->getRootFolder()}; FileData* bundleRootFolder {mCustomCollectionsBundle->getRootFolder()}; const std::unordered_map& 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; } FileData* CollectionSystemsManager::updateCollectionFolderMetadata(SystemData* sys) { if (sys->getRootFolder()->getParent() == nullptr) return nullptr; FileData* rootFolder {sys->getRootFolder()}; FileFilterIndex* idx {rootFolder->getSystem()->getIndex()}; std::string desc {_("This collection is empty")}; std::vector gamesList; std::vector gamesListRandom; if (UIModeController::getInstance()->isUIModeKid()) { for (auto game : rootFolder->getChildrenListToDisplay()) { if (game->getKidgame()) gamesList.push_back(game); } } else { gamesList = rootFolder->getChildrenListToDisplay(); } int gameCount {static_cast(gamesList.size())}; // If there is more than 1 game in the collection, then randomize the example game names. if (gameCount > 1) { std::random_device randDev; // Mersenne Twister pseudorandom number generator. std::mt19937 engine {randDev()}; int target; for (int i {0}; i < 3; ++i) { std::uniform_int_distribution uniform_dist {0, gameCount - 1 - i}; target = uniform_dist(engine); gamesListRandom.push_back(gamesList[target]); std::vector::iterator it {gamesList.begin() + target}; gamesList.erase(it); if (gamesList.size() == 0) break; } gamesList.clear(); gamesList.insert(gamesList.end(), gamesListRandom.begin(), gamesListRandom.end()); gamesListRandom.clear(); } if (gameCount > 0) { auto nameSuffix = ViewController::getInstance() ->getGamelistView(sys->getRootFolder()->getParent()->getSystem()) ->getDescriptionSystemNameSuffix(); if (nameSuffix.first) { auto caseConversion = [nameSuffix](std::string name) -> std::string { if (nameSuffix.second == LetterCase::UPPERCASE) return Utils::String::toUpper(name); else if (nameSuffix.second == LetterCase::CAPITALIZE) return Utils::String::toCapitalized(name); else return Utils::String::toLower(name); }; switch (gameCount) { case 1: { desc = Utils::String::format( _p("theme", "This collection contains 1 game: '%s [%s]'"), gamesList[0]->metadata.get("name").c_str(), caseConversion(gamesList[0]->getSourceFileData()->getSystem()->getName()) .c_str()); break; } case 2: { desc = Utils::String::format( _p("theme", "This collection contains 2 games: '%s [%s]' and '%s [%s]'"), gamesList[0]->metadata.get("name").c_str(), caseConversion(gamesList[0]->getSourceFileData()->getSystem()->getName()) .c_str(), gamesList[1]->metadata.get("name").c_str(), caseConversion(gamesList[1]->getSourceFileData()->getSystem()->getName()) .c_str()); break; } case 3: { desc = Utils::String::format( _p("theme", "This collection contains 3 games: '%s [%s]', '%s [%s]' and '%s [%s]'"), gamesList[0]->metadata.get("name").c_str(), caseConversion(gamesList[0]->getSourceFileData()->getSystem()->getName()) .c_str(), gamesList[1]->metadata.get("name").c_str(), caseConversion(gamesList[1]->getSourceFileData()->getSystem()->getName()) .c_str(), gamesList[2]->metadata.get("name").c_str(), caseConversion(gamesList[2]->getSourceFileData()->getSystem()->getName()) .c_str()); break; } default: { desc = Utils::String::format( _np("theme", "This collection contains %i games: '%s [%s]', '%s [%s]' and '%s " "[%s]', " "among others", "This collection contains %i games: '%s [%s]', '%s [%s]' and '%s " "[%s]', " "among others", gameCount), gameCount, gamesList[0]->metadata.get("name").c_str(), caseConversion(gamesList[0]->getSourceFileData()->getSystem()->getName()) .c_str(), gamesList[1]->metadata.get("name").c_str(), caseConversion(gamesList[1]->getSourceFileData()->getSystem()->getName()) .c_str(), gamesList[2]->metadata.get("name").c_str(), caseConversion(gamesList[2]->getSourceFileData()->getSystem()->getName()) .c_str()); break; } } } else { switch (gameCount) { case 1: { desc = Utils::String::format(_p("theme", "This collection contains 1 game: '%s'"), gamesList[0]->metadata.get("name").c_str()); break; } case 2: { desc = Utils::String::format( _p("theme", "This collection contains 2 games: '%s' and '%s'"), gamesList[0]->metadata.get("name").c_str(), gamesList[1]->metadata.get("name").c_str()); break; } case 3: { desc = Utils::String::format( _p("theme", "This collection contains 3 games: '%s', '%s' and '%s'"), gamesList[0]->metadata.get("name").c_str(), gamesList[1]->metadata.get("name").c_str(), gamesList[2]->metadata.get("name").c_str()); break; } default: { desc = Utils::String::format( _np("theme", "This collection contains %i games: '%s', '%s' and '%s', among others", "This collection contains %i games: '%s', '%s' and '%s', among others", gameCount), gameCount, gamesList[0]->metadata.get("name").c_str(), gamesList[1]->metadata.get("name").c_str(), gamesList[2]->metadata.get("name").c_str()); break; } } } } if (idx->isFiltered()) { desc.append("\n\n").append(Utils::String::format( _p("theme", "'%s' is filtered so there may be more games available"), rootFolder->getSystem()->getFullName().c_str())); } rootFolder->metadata.set("desc", desc); // Return a pointer to the first game so that its // game media can be displayed in the gamelist. if (gamesList.size() > 0) return gamesList.front(); else return nullptr; } std::vector CollectionSystemsManager::getUnusedSystemsFromTheme() { // Get used systems in es_systems.xml. std::vector systemsInUse {getSystemsFromConfig()}; // Get available folders in theme. std::vector themeSys {getSystemsFromTheme()}; // Get folders assigned to custom collections. std::vector autoSys {getCollectionThemeFolders(false)}; // Get folder assigned to custom collections. std::vector customSys {getCollectionThemeFolders(true)}; // Get folders assigned to user collections. std::vector 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; } SystemData* CollectionSystemsManager::addNewCustomCollection(const std::string& name) { CollectionSystemDecl decl {mCollectionSystemDeclsIndex[myCollectionsName]}; decl.themeFolder = Utils::String::toLower(name); decl.name = name; decl.fullName = name; decl.isCustom = true; return createNewCollectionEntry(name, decl, true, true); } void CollectionSystemsManager::deleteCustomCollection(const std::string& collectionName) { auto collectionEntry = mCustomCollectionSystemsData.find(collectionName); // The window deletion needs to be located here instead of in GuiCollectionSystemsOptions // (where the custom collection deletions are initiated), as there seems to be some random // issue with accessing mWindow via the lambda expression. while (mWindow->peekGui() && mWindow->peekGui() != ViewController::getInstance()) delete mWindow->peekGui(); if (collectionEntry != mCustomCollectionSystemsData.end()) { CollectionSystemsManager::getInstance()->loadEnabledListFromSettings(); CollectionSystemsManager::getInstance()->updateSystemsList(); ViewController::getInstance()->removeGamelistView(collectionEntry->second.system); ViewController::getInstance()->reloadAll(); delete collectionEntry->second.system; mCustomCollectionSystemsData.erase(collectionName); // Remove the collection configuration file. std::string configFile {getCustomCollectionConfigPath(collectionName)}; Utils::FileSystem::removeFile(configFile); LOG(LogInfo) << "Deleted custom collection \"" << collectionName << "\""; LOG(LogDebug) << "CollectionSystemsManager::deleteCustomCollection(): Deleted " "configuration file \"" #if defined(_WIN64) << Utils::String::replace(configFile, "/", "\\") << "\""; #else << configFile << "\""; #endif mWindow->queueInfoPopup( Utils::String::format(_("DELETED COLLECTION '%s'"), Utils::String::toUpper(collectionName).c_str()), 5000); } else { LOG(LogError) << "Attempted to delete custom collection \"" + collectionName + "\" " + "which doesn't exist."; } } void CollectionSystemsManager::reactivateCustomCollectionEntry(FileData* game) { #if defined(_WIN64) std::string rompath {Utils::String::replace(FileData::getROMDirectory(), "\\", "/")}; #else std::string rompath {FileData::getROMDirectory()}; #endif rompath = Utils::String::replace(rompath, "//", "/"); std::string gamePath {Utils::String::replace(game->getFullPath(), rompath, "%ROMPATH%/")}; // Try to read from all custom collection configuration files to see if there are any // matching entries for the game passed as the parameter. If so, then enable it in each // of those collections. This is done also for disabled collections, as otherwise the // game would be missing if the collection was enabled during the program session. for (std::map::const_iterator it = mCustomCollectionSystemsData.cbegin(); it != mCustomCollectionSystemsData.cend(); ++it) { if (!it->second.isEnabled) continue; std::string path {getCustomCollectionConfigPath(it->first)}; if (Utils::FileSystem::exists(path)) { #if defined(_WIN64) std::ifstream input {Utils::String::stringToWideString(path).c_str()}; #else std::ifstream input {path}; #endif for (std::string gameKey; getline(input, gameKey);) { // Remove Windows carriage return characters. gameKey = Utils::String::replace(gameKey, "\r", ""); if (gameKey == gamePath) { setEditMode(it->first, false); toggleGameInCollection(game); exitEditMode(false); } } if (input.is_open()) input.close(); } } } void CollectionSystemsManager::repopulateCollection(SystemData* sysData) { for (auto it = mAutoCollectionSystemsData.cbegin(); // Line break. it != mAutoCollectionSystemsData.cend(); ++it) { if ((*it).second.system == sysData) { LOG(LogDebug) << "CollectionSystemsManager::repopulateCollection(): " "Repopulating auto collection \"" << it->first << "\""; CollectionSystemData* autoSystem {&mAutoCollectionSystemsData[it->first]}; std::vector systemEntries { autoSystem->system->getRootFolder()->getFilesRecursive(true, true, false)}; // Flag the collection as not populated so it gets repopulated. autoSystem->isPopulated = false; if (systemEntries.empty()) return; // Delete all children from the system. for (FileData* entry : systemEntries) { autoSystem->system->getRootFolder()->removeChild(entry); delete entry; } // Reset the filters so that they get rebuilt correctly when populating the collection. autoSystem->system->getIndex()->resetIndex(); populateAutoCollection(autoSystem); // The cursor value is now pointing to some random memory address so we need to set // it to something valid. For empty collections we need to first create a placeholder // and then point to this, and for collections with games in them we select the first // entry. auto autoView = ViewController::getInstance()->getGamelistView(autoSystem->system).get(); if (autoSystem->system->getRootFolder()->getChildren().size() == 0) { autoView->addPlaceholder(autoSystem->system->getRootFolder()); autoView->setCursor(autoView->getLastEntry()); } else { autoView->setCursor( autoSystem->system->getRootFolder()->getChildrenRecursive().front()); autoView->setCursor(autoView->getFirstEntry()); } } } for (auto it = mCustomCollectionSystemsData.cbegin(); // Line break. it != mCustomCollectionSystemsData.cend(); ++it) { if ((*it).second.system == sysData) { LOG(LogDebug) << "CollectionSystemsManager::repopulateCollection(): " "Repopulating custom collection \"" << it->first << "\""; CollectionSystemData* customSystem {&mCustomCollectionSystemsData[it->first]}; std::vector systemEntries { customSystem->system->getRootFolder()->getFilesRecursive(true, true, false)}; if (systemEntries.empty()) return; for (FileData* entry : systemEntries) { customSystem->system->getIndex()->removeFromIndex(entry); customSystem->system->getRootFolder()->removeChild(entry); delete entry; } customSystem->isPopulated = false; populateCustomCollection(customSystem); auto autoView = ViewController::getInstance()->getGamelistView(customSystem->system).get(); autoView->setCursor( customSystem->system->getRootFolder()->getChildrenRecursive().front()); autoView->setCursor(autoView->getFirstEntry()); } } } void CollectionSystemsManager::initAutoCollectionSystems() { for (std::map::const_iterator it = mCollectionSystemDeclsIndex.cbegin(); it != mCollectionSystemDeclsIndex.cend(); ++it) { CollectionSystemDecl sysDecl = it->second; if (!sysDecl.isCustom) createNewCollectionEntry(sysDecl.name, sysDecl); } } void CollectionSystemsManager::initCustomCollectionSystems() { std::vector systems {getCollectionsFromConfigFolder()}; for (auto nameIt = systems.cbegin(); nameIt != systems.cend(); ++nameIt) { addNewCustomCollection(*nameIt); } } SystemData* CollectionSystemsManager::getAllGamesCollection() { CollectionSystemData* allSysData {&mAutoCollectionSystemsData["all"]}; if (!allSysData->isPopulated) populateAutoCollection(allSysData); return allSysData->system; } SystemData* CollectionSystemsManager::createNewCollectionEntry(const std::string& name, CollectionSystemDecl sysDecl, bool index, bool custom) { SystemData* newSys {new SystemData(name, sysDecl.fullName, "", 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; } void CollectionSystemsManager::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(); // Line break. sysIt != SystemData::sSystemVector.cend(); ++sysIt) { // We won't iterate all collections. if ((*sysIt)->isGameSystem() && !(*sysIt)->isCollection()) { std::vector 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 // to "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, ascending")); else rootFolder->sort(rootFolder->getSortTypeFromString(rootFolder->getSortTypeString()), Settings::getInstance()->getBool("FavoritesFirst")); if (!mApplicationStartup && sysDecl.type == AUTO_LAST_PLAYED) trimCollectionCount(rootFolder, LAST_PLAYED_MAX); // For the 'recent' collection we need to populate the gamelist once more as the // collection was trimmed down to 50 items. If we don't do this, the game count will // not be correct as it would include all the games prior to trimming. if (!mApplicationStartup && rootFolder->getName() == "recent" && !rootFolder->getChildrenRecursive().empty()) { // The following is needed to avoid a crash when repopulating the system as the previous // cursor pointer may point to a random memory address. auto recentGamelist = ViewController::getInstance()->getGamelistView(rootFolder->getSystem()).get(); recentGamelist->setCursor( rootFolder->getSystem()->getRootFolder()->getChildrenRecursive().front()); recentGamelist->setCursor(recentGamelist->getFirstEntry()); if (rootFolder->getChildren().size() > 0) ViewController::getInstance() ->getGamelistView(rootFolder->getSystem()) .get() ->onFileChanged(rootFolder->getChildren().front(), false); } sysData->isPopulated = true; } void CollectionSystemsManager::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; } #if defined(_WIN64) LOG(LogInfo) << "Parsing custom collection file \"" << Utils::String::replace(path, "/", "\\") << "\"..."; #else LOG(LogInfo) << "Parsing custom collection file \"" << path << "\"..."; #endif FileData* rootFolder {newSys->getRootFolder()}; FileFilterIndex* index {newSys->getIndex()}; // Get configuration for this custom collection. #if defined(_WIN64) std::ifstream input {Utils::String::stringToWideString(path).c_str()}; #else std::ifstream input {path}; #endif // Get all files map. std::unordered_map allFilesMap { getAllGamesCollection()->getRootFolder()->getChildrenByFilename()}; // Get the ROM directory, either as configured in es_settings.xml, or if no value // is set there, then use the default hardcoded path. #if defined(_WIN64) std::string rompath {Utils::String::replace(FileData::getROMDirectory(), "\\", "/")}; #else std::string rompath {FileData::getROMDirectory()}; #endif rompath = Utils::String::replace(rompath, "//", "/"); // 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 ES-DE will use the // %ROMPATH% variable instead. Also remove Windows carriage return characters. gameKey = Utils::String::replace(gameKey, "\r", ""); gameKey = Utils::String::replace(gameKey, "%ROMPATH%", rompath); gameKey = Utils::String::replace(gameKey, "//", "/"); std::unordered_map::const_iterator it = allFilesMap.find(gameKey); if (it != allFilesMap.cend()) { CollectionFileData* newGame = new CollectionFileData(it->second, newSys); if (!newGame->getCountAsGame()) { LOG(LogWarning) #if defined(_WIN64) << "File \"" << Utils::String::replace(gameKey, "/", "\\") #else << "File \"" << gameKey #endif << "\" does not exist, is hidden, or is not counted as a game, ignoring entry"; delete newGame; } else { rootFolder->addChild(newGame); index->addToIndex(newGame); } } else { LOG(LogWarning) #if defined(_WIN64) << "File \"" << Utils::String::replace(gameKey, "/", "\\") #else << "File \"" << gameKey #endif << "\" does not exist, is hidden, or is not counted as a game, ignoring entry"; } } if (input.is_open()) input.close(); } void CollectionSystemsManager::removeCollectionsFromDisplayedSystems() { // Remove all collection Systems. for (auto sysIt = SystemData::sSystemVector.cbegin(); sysIt != SystemData::sSystemVector.cend();) { if ((*sysIt)->isCollection()) { (*sysIt)->getRootFolder()->setUpdateListCallback(nullptr); sysIt = SystemData::sSystemVector.erase(sysIt); } else { ++sysIt; } } // Remove all custom collections in bundle. // This should not delete the objects from memory! if (mCustomCollectionsBundle == nullptr) return; FileData* customRoot {mCustomCollectionsBundle->getRootFolder()}; std::vector 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::getInstance()->removeGamelistView(mCustomCollectionsBundle); } void CollectionSystemsManager::addEnabledCollectionsToDisplayedSystems( std::map* colSystemData) { // Add auto enabled collections. for (std::map::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 we should create a separate system instead of grouping it. bool createSystem {false}; if (!it->second.decl.isCustom) createSystem = true; else if (Settings::getInstance()->getString("CollectionCustomGrouping") == "always") createSystem = false; else if (Settings::getInstance()->getString("CollectionCustomGrouping") == "never") createSystem = true; else if (themeFolderExists(Utils::String::toLower(it->first))) createSystem = true; if (createSystem) { SystemData::sSystemVector.push_back(it->second.system); // If this is a non-grouped 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. if (!mApplicationStartup) { GamelistView* gameList {ViewController::getInstance() ->getGamelistView((it->second.system)) .get()}; if (!gameList->getCursor()->isPlaceHolder()) { gameList->setCursor(gameList->getFirstEntry()); } } it->second.system->setIsGroupedCustomCollection(false); } } else { FileData* newSysRootFolder {it->second.system->getRootFolder()}; mCustomCollectionsBundle->getRootFolder()->addChild(newSysRootFolder); mCustomCollectionsBundle->getIndex()->importIndex(it->second.system->getIndex()); it->second.system->setIsGroupedCustomCollection(true); } } } } std::vector CollectionSystemsManager::getSystemsFromConfig() { std::vector systems; std::vector configPaths {SystemData::getConfigPath()}; // Here we don't honor the tag which may be present in the custom es_systems.xml // file under /custom_systems as we really want to include all the themes // supported by ES-DE. Otherwise a user may accidentally create a custom collection that // corresponds to a supported theme. for (auto path : configPaths) { 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()}; if (std::find(systems.cbegin(), systems.cend(), themeFolder) == systems.cend()) systems.push_back(themeFolder); } } std::sort(systems.begin(), systems.end()); return systems; } // Get all folders from the current theme path. std::vector CollectionSystemsManager::getSystemsFromTheme() { std::vector systems; auto themes = ThemeData::getThemes(); if (themes.empty()) return systems; // No themes available. std::map::const_iterator theme { themes.find(Settings::getInstance()->getString("Theme"))}; if (theme == themes.cend()) { // Currently selected theme is missing, so just pick the first available one. theme = themes.cbegin(); Settings::getInstance()->setString("Theme", theme->first); } std::string themePath {theme->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)) { std::string folder {*it}; folder = folder.substr(themePath.size() + 1); if (Utils::FileSystem::exists(theme->second.getThemePath(folder))) systems.push_back(folder); } } } std::sort(systems.begin(), systems.end()); return systems; } std::vector CollectionSystemsManager::getCollectionsFromConfigFolder() { std::vector systems; std::string configPath {getCollectionsFolder()}; std::vector filenames; 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)) { std::string filename {Utils::FileSystem::getFileName(*it)}; if (Utils::FileSystem::getStem(filename).find_first_of( INVALID_COLLECTION_CHARACTERS) != std::string::npos) { LOG(LogWarning) << "Found a custom collection configuration file name with at least one " "invalid character, skipping file \"" << filename << "\""; continue; } if (std::find(filenames.cbegin(), filenames.cend(), Utils::String::toLower(filename)) != filenames.cend()) { LOG(LogWarning) << "Found a custom collection configuration file name conflict (mixed " "case filenames), skipping file \"" << filename << "\""; continue; } filenames.emplace_back(Utils::String::toLower(filename)); // Need to confirm filename matches config format. if (filename != "custom-.cfg" && Utils::String::startsWith(filename, "custom-") && Utils::String::endsWith(filename, ".cfg")) { const std::string origFilename {filename}; filename = filename.substr(7, filename.size() - 11); if (std::find_if( SystemData::sSystemVector.cbegin(), SystemData::sSystemVector.cend(), [filename](SystemData* system) { return system->getThemeFolder() == Utils::String::toLower(filename); }) != SystemData::sSystemVector.cend()) { LOG(LogWarning) << "Custom collection name conflicts with a theme folder for one of " "the systems defined in es_systems.xml, skipping file \"" << origFilename << "\""; continue; } systems.push_back(filename); } else { LOG(LogInfo) << "Found non-collection config file in collections folder: " << filename; } } } } return systems; } std::vector CollectionSystemsManager::getCollectionThemeFolders(bool custom) { std::vector systems; for (std::map::const_iterator it = mCollectionSystemDeclsIndex.cbegin(); it != mCollectionSystemDeclsIndex.cend(); ++it) { CollectionSystemDecl sysDecl {it->second}; if (sysDecl.isCustom == custom) systems.push_back(sysDecl.themeFolder); } return systems; } std::vector CollectionSystemsManager::getUserCollectionThemeFolders() { std::vector systems; for (std::map::const_iterator it = mCustomCollectionSystemsData.cbegin(); it != mCustomCollectionSystemsData.cend(); ++it) systems.push_back(it->second.decl.themeFolder); return systems; } void CollectionSystemsManager::trimCollectionCount(FileData* rootFolder, int limit) { SystemData* curSys {rootFolder->getSystem()}; while (static_cast(rootFolder->getChildrenListToDisplay().size()) > limit) { CollectionFileData* gameToRemove { reinterpret_cast(rootFolder->getChildrenListToDisplay().back())}; ViewController::getInstance()->getGamelistView(curSys).get()->remove(gameToRemove, false); } // Also update the lists of last played and most played games as these could otherwise // contain dangling pointers. rootFolder->updateLastPlayedList(); rootFolder->updateMostPlayedList(); } const bool CollectionSystemsManager::themeFolderExists(const std::string& folder) { std::vector themeSys {getSystemsFromTheme()}; return std::find(themeSys.cbegin(), themeSys.cend(), folder) != themeSys.cend(); } const bool CollectionSystemsManager::includeFileInAutoCollections(FileData* file) { return file->getSystem()->isGameSystem(); } std::string CollectionSystemsManager::getCustomCollectionConfigPath( const std::string& collectionName) { return getCollectionsFolder() + "/custom-" + collectionName + ".cfg"; } std::string CollectionSystemsManager::getCollectionsFolder() { return Utils::FileSystem::getGenericPath(Utils::FileSystem::getAppDataDirectory() + "/collections"); }