// SPDX-License-Identifier: MIT // // EmulationStation Desktop Edition // FileData.cpp // // Provides game file data structures and functions to access and sort this information. // Also provides functions to look up paths to media files and for launching games // (launching initiated in ViewController). // #include "FileData.h" #include "guis/GuiInfoPopup.h" #include "utils/FileSystemUtil.h" #include "utils/StringUtil.h" #include "utils/TimeUtil.h" #include "AudioManager.h" #include "CollectionSystemManager.h" #include "FileFilterIndex.h" #include "FileSorts.h" #include "Log.h" #include "MameNames.h" #include "Platform.h" #include "Scripting.h" #include "SystemData.h" #include "VolumeControl.h" #include "Window.h" #include FileData::FileData( FileType type, const std::string& path, SystemEnvironmentData* envData, SystemData* system) : mType(type), mPath(path), mSystem(system), mEnvData(envData), mSourceFileData(nullptr), mParent(nullptr), mOnlyFolders(false), mDeletionFlag(false), // Metadata is set in the constructor. metadata(type == GAME ? GAME_METADATA : FOLDER_METADATA) { // Metadata needs at least a name field (since that's what getName() will return). if (metadata.get("name").empty()) { if ((system->hasPlatformId(PlatformIds::ARCADE) || system->hasPlatformId(PlatformIds::NEOGEO)) && metadata.getType() != FOLDER_METADATA) { // If it's a MAME or Neo Geo game, expand the game name accordingly. metadata.set("name", MameNames::getInstance()->getCleanName(getCleanName())); } else { if (metadata.getType() == FOLDER_METADATA && Utils::FileSystem::isHidden(mPath)) { metadata.set("name", Utils::FileSystem::getFileName(mPath)); } else { metadata.set("name", getDisplayName()); } } } mSystemName = system->getName(); metadata.resetChangedFlag(); } FileData::~FileData() { if (mType == GAME) mSystem->getIndex()->removeFromIndex(this); while (mChildren.size() > 0) delete (mChildren.front()); if (mParent) mParent->removeChild(this); } std::string FileData::getDisplayName() const { std::string stem = Utils::FileSystem::getStem(mPath); return stem; } std::string FileData::getCleanName() const { return Utils::String::removeParenthesis(this->getDisplayName()); } const std::string& FileData::getName() { return metadata.get("name"); } const std::string& FileData::getSortName() { if (metadata.get("sortname").empty()) return metadata.get("name"); else return metadata.get("sortname"); } const bool FileData::getFavorite() { if (metadata.get("favorite") == "true") return true; else return false; } const bool FileData::getHidden() { if (metadata.get("hidden") == "true") return true; else return false; } const bool FileData::getCountAsGame() { if (metadata.get("nogamecount") == "true") return false; else return true; } const bool FileData::getExcludeFromScraper() { if (metadata.get("nomultiscrape") == "true") return true; else return false; } const std::vector FileData::getChildrenRecursive() const { std::vector childrenRecursive; for (auto it = mChildrenByFilename.cbegin(); it != mChildrenByFilename.cend(); it++) { childrenRecursive.push_back((*it).second); // Recurse through any subdirectories. if ((*it).second->getType() == FOLDER) { std::vector childrenSubdirectory = (*it).second->getChildrenRecursive(); childrenRecursive.insert(childrenRecursive.end(), childrenSubdirectory.begin(), childrenSubdirectory.end()); } } return childrenRecursive; } bool FileData::viewHasOnlyFolders() { bool onlyFolders = true; std::vector entrySiblings = this->getParent()->getChildren(); for (auto it = entrySiblings.cbegin(); it != entrySiblings.cend(); it++) { if ((*it)->getType() != FOLDER) onlyFolders = false; } return onlyFolders; } const std::string FileData::getROMDirectory() { std::string romDirSetting = Settings::getInstance()->getString("ROMDirectory"); std::string romDirPath = ""; if (romDirSetting == "") { romDirPath = Utils::FileSystem::getHomePath() + "/ROMs/"; } else { romDirPath = romDirSetting; // Expand home path if ~ is used. romDirPath = Utils::FileSystem::expandHomePath(romDirPath); if (romDirPath.back() != '/') romDirPath = romDirPath + "/"; } // If %ESPATH% is used for the ROM path configuration, then expand it to the executable // directory of ES. This is useful for a portable emulator installation, for instance on // a USB memory stick. romDirPath = Utils::String::replace(romDirPath, "%ESPATH%", Utils::FileSystem::getExePath()); return romDirPath; } const std::string FileData::getMediaDirectory() { std::string mediaDirSetting = Settings::getInstance()->getString("MediaDirectory"); std::string mediaDirPath = ""; if (mediaDirSetting == "") { mediaDirPath = Utils::FileSystem::getHomePath() + "/.emulationstation/downloaded_media/"; } else { mediaDirPath = mediaDirSetting; // Expand home path if ~ is used. mediaDirPath = Utils::FileSystem::expandHomePath(mediaDirPath); // Expand home symbol if the path starts with ~ if (mediaDirPath.back() != '/') mediaDirPath = mediaDirPath + "/"; } return mediaDirPath; } const std::string FileData::getMediafilePath(std::string subdirectory, std::string mediatype) const { const char* extList[2] = { ".png", ".jpg" }; // Look for an image file in the media directory. std::string tempPath = getMediaDirectory() + mSystemName + "/" + subdirectory + "/" + getDisplayName(); for (int i = 0; i < 2; i++) { std::string mediaPath = tempPath + extList[i]; if (Utils::FileSystem::exists(mediaPath)) return mediaPath; } // No media found in the media directory, so look // for local art as well (if configured to do so). if (Settings::getInstance()->getBool("LocalArt")) { for (int i = 0; i < 2; i++) { std::string localMediaPath = mEnvData->mStartPath + "/images/" + getDisplayName() + "-" + mediatype + extList[i]; if (Utils::FileSystem::exists(localMediaPath)) return localMediaPath; } } return ""; } const std::string FileData::getImagePath() const { // Look for a mix image (a combination of screenshot, 2D/3D box and marquee). std::string image = getMediafilePath("miximages", "miximage"); if (image != "") return image; // If no mix image was found, try screenshot instead. image = getMediafilePath("screenshots", "screenshot"); if (image != "") return image; // If no screenshot was found either, try cover. return getMediafilePath("covers", "cover"); } const std::string FileData::get3DBoxPath() const { return getMediafilePath("3dboxes", "3dbox"); } const std::string FileData::getCoverPath() const { return getMediafilePath("covers", "cover"); } const std::string FileData::getMarqueePath() const { return getMediafilePath("marquees", "marquee"); } const std::string FileData::getMiximagePath() const { return getMediafilePath("miximages", "miximage"); } const std::string FileData::getScreenshotPath() const { return getMediafilePath("screenshots", "screenshot"); } const std::string FileData::getThumbnailPath() const { return getMediafilePath("thumbnails", "thumbnail"); } const std::string FileData::getVideoPath() const { const char* extList[5] = { ".avi", ".mkv", ".mov", ".mp4", ".wmv" }; std::string tempPath = getMediaDirectory() + mSystemName + "/videos/" + getDisplayName(); // Look for media in the media directory. for (int i = 0; i < 5; i++) { std::string mediaPath = tempPath + extList[i]; if (Utils::FileSystem::exists(mediaPath)) return mediaPath; } // No media found in the media directory, so look // for local art as well (if configured to do so). if (Settings::getInstance()->getBool("LocalArt")) { for (int i = 0; i < 5; i++) { std::string localMediaPath = mEnvData->mStartPath + "/videos/" + getDisplayName() + "-video" + extList[i]; if (Utils::FileSystem::exists(localMediaPath)) return localMediaPath; } } return ""; } const std::vector& FileData::getChildrenListToDisplay() { FileFilterIndex* idx = CollectionSystemManager::get()->getSystemToView(mSystem)->getIndex(); if (idx->isFiltered()) { mFilteredChildren.clear(); for (auto it = mChildren.cbegin(); it != mChildren.cend(); it++) { if (idx->showFile((*it))) { mFilteredChildren.push_back(*it); } } return mFilteredChildren; } else { return mChildren; } } std::vector FileData::getFilesRecursive(unsigned int typeMask, bool displayedOnly, bool countAllGames) const { std::vector out; FileFilterIndex* idx = mSystem->getIndex(); for (auto it = mChildren.cbegin(); it != mChildren.cend(); it++) { if ((*it)->getType() & typeMask) { if (!displayedOnly || !idx->isFiltered() || idx->showFile(*it)) { if (countAllGames) out.push_back(*it); else if ((*it)->getCountAsGame()) out.push_back(*it); } } if ((*it)->getChildren().size() > 0) { std::vector subChildren = (*it)->getFilesRecursive(typeMask, displayedOnly); if (countAllGames) { out.insert(out.cend(), subChildren.cbegin(), subChildren.cend()); } else { for (auto it = subChildren.cbegin(); it != subChildren.cend(); it++) { if ((*it)->getCountAsGame()) out.push_back(*it); } } } } return out; } std::vector FileData::getScrapeFilesRecursive(bool includeFolders, bool excludeRecursively, bool respectExclusions) const { std::vector out; for (auto it = mChildren.cbegin(); it != mChildren.cend(); it++) { if (includeFolders && (*it)->getType() == FOLDER) { if (!(respectExclusions && (*it)->getExcludeFromScraper())) out.push_back(*it); } else if ((*it)->getType() == GAME) { if (!(respectExclusions && (*it)->getExcludeFromScraper())) out.push_back(*it); } // If the flag has been passed to exclude directories recursively, then skip the entire // folder at this point if the folder is marked for scrape exclusion. if (excludeRecursively && (*it)->getType() == FOLDER && (*it)->getExcludeFromScraper()) continue; if ((*it)->getChildren().size() > 0) { std::vector subChildren = (*it)->getScrapeFilesRecursive( includeFolders, excludeRecursively, respectExclusions); out.insert(out.cend(), subChildren.cbegin(), subChildren.cend()); } } return out; } std::string FileData::getKey() { return getFileName(); } const bool FileData::isArcadeAsset() { const std::string stem = Utils::FileSystem::getStem(mPath); return ((mSystem && (mSystem->hasPlatformId(PlatformIds::ARCADE) || mSystem->hasPlatformId(PlatformIds::NEOGEO))) && (MameNames::getInstance()->isBios(stem) || MameNames::getInstance()->isDevice(stem))); } FileData* FileData::getSourceFileData() { return this; } void FileData::addChild(FileData* file) { assert(mType == FOLDER); assert(file->getParent() == nullptr); const std::string key = file->getKey(); if (mChildrenByFilename.find(key) == mChildrenByFilename.cend()) { mChildrenByFilename[key] = file; mChildren.push_back(file); file->mParent = this; } } void FileData::removeChild(FileData* file) { assert(mType == FOLDER); assert(file->getParent() == this); mChildrenByFilename.erase(file->getKey()); for (auto it = mChildren.cbegin(); it != mChildren.cend(); it++) { if (*it == file) { file->mParent = nullptr; mChildren.erase(it); return; } } // File somehow wasn't in our children. assert(false); } void FileData::sort(ComparisonFunction& comparator, bool ascending, std::pair& gameCount) { mFirstLetterIndex.clear(); mOnlyFolders = true; bool foldersOnTop = Settings::getInstance()->getBool("FoldersOnTop"); bool hasFolders = false; std::vector mChildrenFolders; std::vector mChildrenOthers; if (foldersOnTop) { for (unsigned int i = 0; i < mChildren.size(); i++) { if (mChildren[i]->getType() == FOLDER) { mChildrenFolders.push_back(mChildren[i]); hasFolders = true; } else { mChildrenOthers.push_back(mChildren[i]); mOnlyFolders = false; } } // If descending sorting is requested, always perform a ascending sort by filename first. // This adds a slight (probably negligible) overhead but it will avoid strange sorting // issues where the secondary sorting is reversed for some sort types. if (!ascending) std::stable_sort(mChildrenOthers.begin(), mChildrenOthers.end(), getSortTypeFromString("filename, ascending").comparisonFunction); if (foldersOnTop && mOnlyFolders) std::stable_sort(mChildrenFolders.begin(), mChildrenFolders.end(), comparator); std::stable_sort(mChildrenOthers.begin(), mChildrenOthers.end(), comparator); if (!ascending) { if (foldersOnTop && mOnlyFolders) std::reverse(mChildrenFolders.begin(), mChildrenFolders.end()); std::reverse(mChildrenOthers.begin(), mChildrenOthers.end()); } mChildren.erase(mChildren.begin(), mChildren.end()); mChildren.reserve(mChildrenFolders.size() + mChildrenOthers.size()); mChildren.insert(mChildren.end(), mChildrenFolders.begin(), mChildrenFolders.end()); mChildren.insert(mChildren.end(), mChildrenOthers.begin(), mChildrenOthers.end()); } else { if (!ascending) std::stable_sort(mChildren.begin(), mChildren.end(), getSortTypeFromString("filename, ascending").comparisonFunction); std::stable_sort(mChildren.begin(), mChildren.end(), comparator); if (!ascending) std::reverse(mChildren.begin(), mChildren.end()); } for (auto it = mChildren.cbegin(); it != mChildren.cend(); it++) { // Game count, which will be displayed in the system view. if ((*it)->getType() == GAME && (*it)->getCountAsGame()) { if (!(*it)->getFavorite()) gameCount.first++; else gameCount.second++; } if ((*it)->getType() != FOLDER) mOnlyFolders = false; if (!(foldersOnTop && (*it)->getType() == FOLDER)) { // Build mFirstLetterIndex. const char firstChar = toupper((*it)->getSortName().front()); mFirstLetterIndex.push_back(std::string(1, firstChar)); } // Iterate through any child folders. if ((*it)->getChildren().size() > 0) (*it)->sort(comparator, ascending, gameCount); } // If there are only folders in the gamelist, then it makes sense to still // generate a letter index. if (mOnlyFolders) { for (unsigned int i = 0; i < mChildrenFolders.size(); i++) { const char firstChar = toupper(mChildrenFolders[i]->getSortName().front()); mFirstLetterIndex.push_back(std::string(1, firstChar)); } mOnlyFolders = true; } // Sort and make each entry unique in mFirstLetterIndex. std::sort(mFirstLetterIndex.begin(), mFirstLetterIndex.end()); auto last = std::unique(mFirstLetterIndex.begin(), mFirstLetterIndex.end()); mFirstLetterIndex.erase(last, mFirstLetterIndex.end()); // If it's a mixed list and folders are sorted on top, add a folder icon to the index. if (foldersOnTop && hasFolders && !mOnlyFolders) mFirstLetterIndex.insert(mFirstLetterIndex.begin(), FOLDER_CHAR); } void FileData::sortFavoritesOnTop(ComparisonFunction& comparator, bool ascending, std::pair& gameCount) { mFirstLetterIndex.clear(); mOnlyFolders = true; std::vector mChildrenFolders; std::vector mChildrenFavoritesFolders; std::vector mChildrenFavorites; std::vector mChildrenOthers; bool foldersOnTop = Settings::getInstance()->getBool("FoldersOnTop"); bool hasFolders = false; for (unsigned int i = 0; i < mChildren.size(); i++) { // Game count, which will be displayed in the system view. if (mChildren[i]->getType() == GAME && mChildren[i]->getCountAsGame()) { if (!mChildren[i]->getFavorite()) gameCount.first++; else gameCount.second++; } if (foldersOnTop && mChildren[i]->getType() == FOLDER) { if (!mChildren[i]->getFavorite()) mChildrenFolders.push_back(mChildren[i]); else mChildrenFavoritesFolders.push_back(mChildren[i]); hasFolders = true; } else if (mChildren[i]->getFavorite()) { mChildrenFavorites.push_back(mChildren[i]); } else { mChildrenOthers.push_back(mChildren[i]); // Build mFirstLetterIndex. const char firstChar = toupper(mChildren[i]->getSortName().front()); mFirstLetterIndex.push_back(std::string(1, firstChar)); } if (mChildren[i]->getType() != FOLDER) mOnlyFolders = false; } // If there are favorite folders and this is a mixed list, then don't handle these // separately but instead merge them into the same vector. This is a quite wasteful // approach but the scenario where a user has a mixed folder and files list and marks // some folders as favorites is probably a rare situation. if (!mOnlyFolders && mChildrenFavoritesFolders.size() > 0) { mChildrenFolders.insert(mChildrenFolders.end(), mChildrenFavoritesFolders.begin(), mChildrenFavoritesFolders.end()); mChildrenFavoritesFolders.erase(mChildrenFavoritesFolders.begin(), mChildrenFavoritesFolders.end()); std::stable_sort(mChildrenFolders.begin(), mChildrenFolders.end(), getSortTypeFromString("filename, ascending").comparisonFunction); } // If there are only favorites in the gamelist, it makes sense to still generate // a letter index. For instance to be able to quick jump in the 'favorites' // collection. Doing this additional work here only for the applicable gamelists is // probably faster than building a redundant index for all gamelists during sorting. if (mChildrenOthers.size() == 0 && mChildrenFavorites.size() > 0) { for (unsigned int i = 0; i < mChildren.size(); i++) { if (foldersOnTop && mChildren[i]->getType() == FOLDER) { continue; } else { const char firstChar = toupper(mChildren[i]->getSortName().front()); mFirstLetterIndex.push_back(std::string(1, firstChar)); } } } // If there are only folders in the gamelist, then it also makes sense to generate // a letter index. else if (mOnlyFolders) { for (unsigned int i = 0; i < mChildrenFolders.size(); i++) { const char firstChar = toupper(mChildrenFolders[i]->getSortName().front()); mFirstLetterIndex.push_back(std::string(1, firstChar)); } } // Sort and make each entry unique in mFirstLetterIndex. std::sort(mFirstLetterIndex.begin(), mFirstLetterIndex.end()); auto last = std::unique(mFirstLetterIndex.begin(), mFirstLetterIndex.end()); mFirstLetterIndex.erase(last, mFirstLetterIndex.end()); // If there were at least one favorite folder in the gamelist, insert the favorite // unicode character in the first position. if (foldersOnTop && mOnlyFolders && mChildrenFavoritesFolders.size() > 0) mFirstLetterIndex.insert(mFirstLetterIndex.begin(), FAVORITE_CHAR); // If there were at least one favorite in the gamelist, insert the favorite // unicode character in the first position. else if (mChildrenOthers.size() > 0 && mChildrenFavorites.size() > 0) mFirstLetterIndex.insert(mFirstLetterIndex.begin(), FAVORITE_CHAR); // If it's a mixed list and folders are sorted on top, add a folder icon to the index. if (foldersOnTop && hasFolders && !mOnlyFolders) mFirstLetterIndex.insert(mFirstLetterIndex.begin(), FOLDER_CHAR); // If descending sorting is requested, always perform a ascending sort by filename first. // This adds a slight (probably negligible) overhead but it will avoid strange sorting // issues where the secondary sorting is reversed for some sort types. if (!ascending) { std::stable_sort(mChildrenFolders.begin(), mChildrenFolders.end(), getSortTypeFromString("filename, ascending").comparisonFunction); std::stable_sort(mChildrenFavoritesFolders.begin(), mChildrenFavoritesFolders.end(), getSortTypeFromString("filename, ascending").comparisonFunction); std::stable_sort(mChildrenFavorites.begin(), mChildrenFavorites.end(), getSortTypeFromString("filename, ascending").comparisonFunction); std::stable_sort(mChildrenOthers.begin(), mChildrenOthers.end(), getSortTypeFromString("filename, ascending").comparisonFunction); } // Sort favorite games and the other games separately. if (foldersOnTop && mOnlyFolders) { std::stable_sort(mChildrenFavoritesFolders.begin(), mChildrenFavoritesFolders.end(), comparator); std::stable_sort(mChildrenFolders.begin(), mChildrenFolders.end(), comparator); } std::stable_sort(mChildrenFavorites.begin(), mChildrenFavorites.end(), comparator); std::stable_sort(mChildrenOthers.begin(), mChildrenOthers.end(), comparator); // Iterate through any child favorite folders. for (auto it = mChildrenFavoritesFolders.cbegin(); it != mChildrenFavoritesFolders.cend(); it++) { if ((*it)->getChildren().size() > 0) (*it)->sortFavoritesOnTop(comparator, ascending, gameCount); } // Iterate through any child folders. for (auto it = mChildrenFolders.cbegin(); it != mChildrenFolders.cend(); it++) { if ((*it)->getChildren().size() > 0) (*it)->sortFavoritesOnTop(comparator, ascending, gameCount); } if (!ascending) { if (foldersOnTop && mOnlyFolders) { std::reverse(mChildrenFavoritesFolders.begin(), mChildrenFavoritesFolders.end()); std::reverse(mChildrenFolders.begin(), mChildrenFolders.end()); } std::reverse(mChildrenFavorites.begin(), mChildrenFavorites.end()); std::reverse(mChildrenOthers.begin(), mChildrenOthers.end()); } // Combine the individually sorted favorite games and other games vectors. mChildren.erase(mChildren.begin(), mChildren.end()); mChildren.reserve(mChildrenFavoritesFolders.size() + mChildrenFolders.size() + mChildrenFavorites.size() + mChildrenOthers.size()); mChildren.insert(mChildren.end(), mChildrenFavoritesFolders.begin(), mChildrenFavoritesFolders.end()); mChildren.insert(mChildren.end(), mChildrenFolders.begin(), mChildrenFolders.end()); mChildren.insert(mChildren.end(), mChildrenFavorites.begin(), mChildrenFavorites.end()); mChildren.insert(mChildren.end(), mChildrenOthers.begin(), mChildrenOthers.end()); } void FileData::sort(const SortType& type, bool mFavoritesOnTop) { mGameCount = std::make_pair(0, 0); if (mFavoritesOnTop) sortFavoritesOnTop(*type.comparisonFunction, type.ascending, mGameCount); else sort(*type.comparisonFunction, type.ascending, mGameCount); } FileData::SortType FileData::getSortTypeFromString(std::string desc) { std::vector SortTypes = FileSorts::SortTypes; for (unsigned int i = 0; i < FileSorts::SortTypes.size(); i++) { const FileData::SortType& sort = FileSorts::SortTypes.at(i); if (sort.description == desc) return sort; } // If no type was found then default to "filename, ascending". return FileSorts::SortTypes.at(0); } void FileData::launchGame(Window* window) { LOG(LogInfo) << "Attempting to launch game..."; std::string command = ""; // Check if there is a launch command override for the game // and the corresponding option to use it has been set. if (Settings::getInstance()->getBool("LaunchCommandOverride") && !metadata.get("launchcommand").empty()) command = metadata.get("launchcommand"); else command = mEnvData->mLaunchCommand; std::string commandRaw = command; const std::string rom = Utils::FileSystem::getEscapedPath(getPath()); const std::string basename = Utils::FileSystem::getStem(getPath()); const std::string rom_raw = Utils::FileSystem::getPreferredPath(getPath()); const std::string emupath = Utils::FileSystem::getExePath(); command = Utils::String::replace(command, "%ROM%", rom); command = Utils::String::replace(command, "%BASENAME%", basename); command = Utils::String::replace(command, "%ROM_RAW%", rom_raw); command = Utils::String::replace(command, "%ESPATH%", emupath); // Expand home path if ~ is used. command = Utils::FileSystem::expandHomePath(command); #if defined(_WIN64) std::wstring commandWide = Utils::String::stringToWideString(command); #endif Scripting::fireEvent("game-start", rom, getSourceFileData()->metadata.get("name")); int returnValue = 0; if (command.find("%EMUPATH%") != std::string::npos) { // Extract the emulator executable from the launch command string. This could either be // just the program name, assuming the binary is in the PATH variable of the operating // system, or it could be an absolute path to the emulator. (In the latter case, if // there is a space in the the path, it needs to be enclosed by quotation marks in // es_systems.cfg.) std::string emuExecutable; // If the first character is a quotation mark, then we need to extract up to the // next quotation mark, otherwise we'll extract up to the first space character. if (command.front() == '\"') { std::string emuTemp = command.substr(1, std::string::npos); emuExecutable = emuTemp.substr(0, emuTemp.find('"')); } else { emuExecutable = command.substr(0, command.find(' ')); } // For Windows, we need to handle UTF-16 encoding. #if defined(_WIN64) std::wstring emuExecutableWide; std::wstring emuPathWide; emuExecutableWide = Utils::String::stringToWideString(emuExecutable); // Search for the emulator using the PATH environmental variable. DWORD size = SearchPathW(nullptr, emuExecutableWide.c_str(), L".exe", 0, nullptr, nullptr); if (size) { std::vector pathBuffer(static_cast(size) + 1 ); wchar_t* fileName = nullptr; SearchPathW(nullptr, emuExecutableWide.c_str(), L".exe", size + 1 , pathBuffer.data(), &fileName); std::wstring pathString = pathBuffer.data(); if (pathString.length()) { emuPathWide = pathString.substr(0, pathString.size() - std::wstring(fileName).size()); emuPathWide.pop_back(); auto stringPos = commandWide.find(L"%EMUPATH%"); commandWide = commandWide.replace(stringPos, 9, emuPathWide); } } #else std::string exePath; if (Utils::FileSystem::isRegularFile(emuExecutable) || Utils::FileSystem::isSymlink(emuExecutable)) exePath = Utils::FileSystem::getParent(emuExecutable); else exePath = Utils::FileSystem::getPathToBinary(emuExecutable); command = Utils::String::replace(command, "%EMUPATH%", exePath); #endif } LOG(LogDebug) << "Raw emulator launch command:"; LOG(LogDebug) << commandRaw; LOG(LogInfo) << "Expanded emulator launch command:"; #if defined(_WIN64) LOG(LogInfo) << Utils::String::wideStringToString(commandWide); returnValue = launchEmulatorWindows(commandWide); #else LOG(LogInfo) << command; returnValue = launchEmulatorUnix(command); #endif // Notify the user in case of a failed game launch using a popup window. if (returnValue != 0) { LOG(LogWarning) << "...launch terminated with nonzero return value " << returnValue << "!"; GuiInfoPopup* s = new GuiInfoPopup(window, "ERROR LAUNCHING GAME '" + Utils::String::toUpper(metadata.get("name")) + "' (ERROR CODE " + Utils::String::toUpper(std::to_string(returnValue) + ")"), 6000); window->setInfoPopup(s); } else { // Stop showing the game launch notification. window->stopInfoPopup(); #if defined(_WIN64) // This code is only needed for Windows, where we may need to keep ES running while // the game/emulator is in use. It's basically used to pause any playing game video // and to keep the screensaver from activating. if (Settings::getInstance()->getBool("RunInBackground")) window->setLaunchedGame(); else // Normalize deltaTime so that the screensaver does not start immediately // when returning from the game. window->normalizeNextUpdate(); #else // Normalize deltaTime so that the screensaver does not start immediately // when returning from the game. window->normalizeNextUpdate(); #endif } Scripting::fireEvent("game-end", rom, getSourceFileData()->metadata.get("name")); // Re-enable the text scrolling that was disabled in ViewController on game launch. window->setAllowTextScrolling(true); // Update number of times the game has been launched. FileData* gameToUpdate = getSourceFileData(); int timesPlayed = gameToUpdate->metadata.getInt("playcount") + 1; gameToUpdate->metadata.set("playcount", std::to_string(static_cast(timesPlayed))); // Update last played time. gameToUpdate->metadata.set("lastplayed", Utils::Time::DateTime(Utils::Time::now())); // If the parent is a folder and it's not the root of the system, then update its lastplayed // timestamp to the same time as the game that was just launched. if (gameToUpdate->getParent()->getType() == FOLDER && gameToUpdate->getParent()->getName() != gameToUpdate->getSystem()->getFullName()) { gameToUpdate->getParent()->metadata.set("lastplayed", gameToUpdate->metadata.get("lastplayed")); } CollectionSystemManager::get()->refreshCollectionSystems(gameToUpdate); gameToUpdate->mSystem->onMetaDataSavePoint(); } CollectionFileData::CollectionFileData(FileData* file, SystemData* system) : FileData(file->getSourceFileData()->getType(), file->getSourceFileData()->getPath(), file->getSourceFileData()->getSystemEnvData(), system) { // We use this constructor to create a clone of the filedata, and change its system. mSourceFileData = file->getSourceFileData(); refreshMetadata(); mParent = nullptr; metadata = mSourceFileData->metadata; mSystemName = mSourceFileData->getSystem()->getName(); } CollectionFileData::~CollectionFileData() { // Need to remove collection file data at the collection object destructor. if (mParent) mParent->removeChild(this); mParent = nullptr; } std::string CollectionFileData::getKey() { return getFullPath(); } FileData* CollectionFileData::getSourceFileData() { return mSourceFileData; } void CollectionFileData::refreshMetadata() { metadata = mSourceFileData->metadata; mDirty = true; } const std::string& CollectionFileData::getName() { if (mDirty) { mCollectionFileName = Utils::String::removeParenthesis(mSourceFileData->metadata.get("name")); mCollectionFileName += " [" + Utils::String::toUpper(mSourceFileData->getSystem()->getName()) + "]"; mDirty = false; } if (Settings::getInstance()->getBool("CollectionShowSystemInfo")) return mCollectionFileName; return mSourceFileData->metadata.get("name"); }