#include "CollectionSystemManager.h" #include "guis/GuiInfoPopup.h" #include "views/gamelist/IGameListView.h" #include "views/ViewController.h" #include "FileData.h" #include "FileFilterIndex.h" #include "Log.h" #include "Settings.h" #include "SystemData.h" #include "ThemeData.h" #include "Util.h" #include #include #include #include #include #include namespace fs = boost::filesystem; std::string myCollectionsName = "collections"; /* Handling the getting, initialization, deinitialization, saving and deletion of * a CollectionSystemManager Instance */ CollectionSystemManager* CollectionSystemManager::sInstance = NULL; CollectionSystemManager::CollectionSystemManager(Window* window) : mWindow(window) { CollectionSystemDecl systemDecls[] = { //type name long name //default sort // theme folder // isCustom { AUTO_ALL_GAMES, "all", "all games", "filename, ascending", "auto-allgames", false }, { AUTO_LAST_PLAYED, "recent", "last played", "last played, descending", "auto-lastplayed", false }, { AUTO_FAVORITES, "favorites", "favorites", "filename, ascending", "auto-favorites", false }, { CUSTOM_COLLECTION, myCollectionsName, "collections", "filename, ascending", "custom-collections", true } }; // create a map 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); } // creating standard environment data mCollectionEnvData = new SystemEnvironmentData; mCollectionEnvData->mStartPath = ""; std::vector exts; mCollectionEnvData->mSearchExtensions = exts; mCollectionEnvData->mLaunchCommand = ""; std::vector allPlatformIds; allPlatformIds.push_back(PlatformIds::PLATFORM_IGNORE); mCollectionEnvData->mPlatformIds = allPlatformIds; std::string path = getCollectionsFolder(); if(!fs::exists(path)) fs::create_directory(path); mIsEditingCustom = false; mEditingCollection = "Favorites"; mEditingCollectionSystemData = NULL; mCustomCollectionsBundle = NULL; } CollectionSystemManager::~CollectionSystemManager() { assert(sInstance == this); removeCollectionsFromDisplayedSystems(); // iterate the map for(std::map::const_iterator it = mCustomCollectionSystemsData.cbegin() ; it != mCustomCollectionSystemsData.cend() ; it++ ) { if (it->second.isPopulated) { saveCustomCollection(it->second.system); } delete it->second.system; } sInstance = NULL; } CollectionSystemManager* CollectionSystemManager::get() { assert(sInstance); return sInstance; } void CollectionSystemManager::init(Window* window) { assert(!sInstance); sInstance = new CollectionSystemManager(window); } void CollectionSystemManager::deinit() { if (sInstance) { delete sInstance; } } void CollectionSystemManager::saveCustomCollection(SystemData* sys) { 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); if (sysData.needsSave) { std::ofstream configFile; configFile.open(getCustomCollectionConfigPath(name)); for(std::unordered_map::const_iterator iter = games.cbegin(); iter != games.cend(); ++iter) { std::string path = iter->first; configFile << path << std::endl; } configFile.close(); } } else { LOG(LogError) << "Couldn't find collection to save! " << name; } } /* Methods to load all Collections into memory, and handle enabling the active ones */ // loads all Collection Systems void CollectionSystemManager::loadCollectionSystems() { 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(); } } // loads settings void CollectionSystemManager::loadEnabledListFromSettings() { // we parse the auto collection settings list std::vector autoSelected = commaStringToVector(Settings::getInstance()->getString("CollectionSystemsAuto")); // 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()); } // we parse the custom collection settings list std::vector customSelected = commaStringToVector(Settings::getInstance()->getString("CollectionSystemsCustom")); // 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()); } } // updates enabled system list in System View void CollectionSystemManager::updateSystemsList() { // remove all Collection Systems removeCollectionsFromDisplayedSystems(); // add custom enabled ones addEnabledCollectionsToDisplayedSystems(&mCustomCollectionSystemsData); if(Settings::getInstance()->getBool("SortAllSystems")) { // sort custom individual systems with other systems std::sort(SystemData::sSystemVector.begin(), SystemData::sSystemVector.end(), systemSort); // move RetroPie system to end, before auto collections for(auto sysIt = SystemData::sSystemVector.cbegin(); sysIt != SystemData::sSystemVector.cend(); ) { if ((*sysIt)->getName() == "retropie") { SystemData* retroPieSystem = (*sysIt); sysIt = SystemData::sSystemVector.erase(sysIt); SystemData::sSystemVector.push_back(retroPieSystem); break; } else { sysIt++; } } } if(mCustomCollectionsBundle->getRootFolder()->getChildren().size() > 0) { mCustomCollectionsBundle->getRootFolder()->sort(getSortTypeFromString(mCollectionSystemDeclsIndex[myCollectionsName].defaultSort)); SystemData::sSystemVector.push_back(mCustomCollectionsBundle); } // add auto enabled ones addEnabledCollectionsToDisplayedSystems(&mAutoCollectionSystemsData); // create views for collections, before reload for(auto sysIt = SystemData::sSystemVector.cbegin(); sysIt != SystemData::sSystemVector.cend(); sysIt++) { if ((*sysIt)->isCollection()) { ViewController::get()->getGameListView((*sysIt)); } } // if we were editing a custom collection, and it's no longer enabled, exit edit mode if(mIsEditingCustom && !mEditingCollectionSystemData->isEnabled) { exitEditMode(); } } /* Methods to manage collection files related to a source FileData */ // updates all collection files related to the source file void CollectionSystemManager::refreshCollectionSystems(FileData* file) { if (!file->getSystem()->isGameSystem()) return; std::map allCollections; allCollections.insert(mAutoCollectionSystemsData.cbegin(), mAutoCollectionSystemsData.cend()); allCollections.insert(mCustomCollectionSystemsData.cbegin(), mCustomCollectionSystemsData.cend()); for(auto sysDataIt = allCollections.cbegin(); sysDataIt != allCollections.cend(); sysDataIt++) { updateCollectionSystem(file, sysDataIt->second); } } void CollectionSystemManager::updateCollectionSystem(FileData* file, CollectionSystemData sysData) { if (sysData.isPopulated) { // collection files use the full path as key, to avoid clashes std::string key = file->getFullPath(); SystemData* curSys = sysData.system; 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 from index, so we can re-index metadata after refreshing fileIndex->removeFromIndex(collectionEntry); collectionEntry->refreshMetadata(); // found and we are removing if (name == "favorites" && file->metadata.get("favorite") == "false") { // need to check if still marked as favorite, if not remove ViewController::get()->getGameListView(curSys).get()->remove(collectionEntry, false); } else { // re-index with new metadata fileIndex->addToIndex(collectionEntry); ViewController::get()->onFileChanged(collectionEntry, FILE_METADATA_CHANGED); } } else { // we didn't find it here - we need to check if we should add it if (name == "recent" && file->metadata.get("playcount") > "0" && includeFileInAutoCollections(file) || name == "favorites" && file->metadata.get("favorite") == "true") { CollectionFileData* newGame = new CollectionFileData(file, curSys); rootFolder->addChild(newGame); fileIndex->addToIndex(newGame); ViewController::get()->onFileChanged(file, FILE_METADATA_CHANGED); ViewController::get()->getGameListView(curSys)->onFileChanged(newGame, FILE_METADATA_CHANGED); } } rootFolder->sort(getSortTypeFromString(mCollectionSystemDeclsIndex[name].defaultSort)); ViewController::get()->onFileChanged(rootFolder, FILE_SORTED); } } // deletes all collection files from collection systems related to the source file void CollectionSystemManager::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) { sysDataIt->second.needsSave = true; FileData* collectionEntry = children.at(key); SystemData* systemViewToUpdate = getSystemToView(sysDataIt->second.system); ViewController::get()->getGameListView(systemViewToUpdate).get()->remove(collectionEntry, false); } } } } // returns whether the current theme is compatible with Automatic or Custom Collections bool CollectionSystemManager::isThemeGenericCollectionCompatible(bool genericCustomCollections) { std::vector cfgSys = getCollectionThemeFolders(genericCustomCollections); for(auto sysIt = cfgSys.cbegin(); sysIt != cfgSys.cend(); sysIt++) { if(!themeFolderExists(*sysIt)) return false; } return true; } bool CollectionSystemManager::isThemeCustomCollectionCompatible(std::vector stringVector) { if (isThemeGenericCollectionCompatible(true)) return true; // get theme path auto themeSets = ThemeData::getThemeSets(); auto set = themeSets.find(Settings::getInstance()->getString("ThemeSet")); if(set != themeSets.cend()) { std::string defaultThemeFilePath = set->second.path.string() + "/theme.xml"; if (fs::exists(defaultThemeFilePath)) { return true; } } for(auto sysIt = stringVector.cbegin(); sysIt != stringVector.cend(); sysIt++) { if(!themeFolderExists(*sysIt)) return false; } return true; } std::string CollectionSystemManager::getValidNewCollectionName(std::string inName, int index) { // filter name - [^A-Za-z0-9\[\]\(\)\s] using namespace boost::xpressive; std::string name; sregex regexp = sregex::compile("[^A-Za-z0-9\\-\\[\\]\\(\\)\\s']"); if (index == 0) { name = regex_replace(inName, regexp, ""); if (name == "") { name = "New Collection"; } } else { name = inName + " (" + std::to_string(index) + ")"; } if(name != inName) { LOG(LogInfo) << "Had to change name, from: " << inName << " to: " << name; } // get used systems in es_systems.cfg 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 (*sysIt == 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 if (mCollectionSystemDeclsIndex.find(name) != mCollectionSystemDeclsIndex.cend()) return getValidNewCollectionName(name, index+1); return name; } void CollectionSystemManager::setEditMode(std::string collectionName) { 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; GuiInfoPopup* s = new GuiInfoPopup(mWindow, "Editing the '" + strToUpper(collectionName) + "' Collection. Add/remove games with Y.", 10000); mWindow->setInfoPopup(s); } void CollectionSystemManager::exitEditMode() { GuiInfoPopup* s = new GuiInfoPopup(mWindow, "Finished editing the '" + mEditingCollection + "' Collection.", 4000); mWindow->setInfoPopup(s); mIsEditingCustom = false; mEditingCollection = "Favorites"; } // adds or removes a game from a specific collection bool CollectionSystemManager::toggleGameInCollection(FileData* file) { if (file->getType() == GAME) { GuiInfoPopup* s; bool adding = true; std::string name = file->getName(); std::string sysName = mEditingCollection; if (mIsEditingCustom) { SystemData* sysData = mEditingCollectionSystemData->system; mEditingCollectionSystemData->needsSave = true; 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(); std::string name = sysData->getName(); SystemData* systemViewToUpdate = getSystemToView(sysData); if (found) { adding = false; // if we found it, we need to remove it FileData* collectionEntry = children.at(key); // remove from index fileIndex->removeFromIndex(collectionEntry); // remove from bundle index as well, if needed if(systemViewToUpdate != sysData) { systemViewToUpdate->getIndex()->removeFromIndex(collectionEntry); } ViewController::get()->getGameListView(systemViewToUpdate).get()->remove(collectionEntry, false); } else { // we didn't find it here, we should add it CollectionFileData* newGame = new CollectionFileData(file, sysData); rootFolder->addChild(newGame); fileIndex->addToIndex(newGame); ViewController::get()->getGameListView(systemViewToUpdate)->onFileChanged(newGame, FILE_METADATA_CHANGED); rootFolder->sort(getSortTypeFromString(mEditingCollectionSystemData->decl.defaultSort)); ViewController::get()->onFileChanged(systemViewToUpdate->getRootFolder(), FILE_SORTED); // add to bundle index as well, if needed if(systemViewToUpdate != sysData) { systemViewToUpdate->getIndex()->addToIndex(newGame); } } updateCollectionFolderMetadata(sysData); } else { 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"); } refreshCollectionSystems(file->getSourceFileData()); } if (adding) { s = new GuiInfoPopup(mWindow, "Added '" + removeParenthesis(name) + "' to '" + strToUpper(sysName) + "'", 4000); } else { s = new GuiInfoPopup(mWindow, "Removed '" + removeParenthesis(name) + "' from '" + strToUpper(sysName) + "'", 4000); } mWindow->setInfoPopup(s); return true; } return false; } SystemData* CollectionSystemManager::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; } /* Handles loading a collection system, creating an empty one, and populating on demand */ // loads Automatic Collection systems (All, Favorites, Last Played) void CollectionSystemManager::initAutoCollectionSystems() { for(std::map::const_iterator it = mCollectionSystemDeclsIndex.cbegin() ; it != mCollectionSystemDeclsIndex.cend() ; it++ ) { CollectionSystemDecl sysDecl = it->second; if (!sysDecl.isCustom) { createNewCollectionEntry(sysDecl.name, sysDecl); } } } // this may come in handy if at any point in time in the future we want to // automatically generate metadata for a folder void CollectionSystemManager::updateCollectionFolderMetadata(SystemData* sys) { FileData* rootFolder = sys->getRootFolder(); std::string desc = "This collection is empty."; std::string rating = "0"; std::string players = "1"; std::string releasedate = "N/A"; std::string developer = "None"; std::string genre = "None"; std::string video = ""; std::string thumbnail = ""; std::unordered_map games = rootFolder->getChildrenByFilename(); if(games.size() > 0) { std::string games_list = ""; int games_counter = 0; for(std::unordered_map::const_iterator iter = games.cbegin(); iter != games.cend(); ++iter) { games_counter++; FileData* file = iter->second; std::string new_rating = file->metadata.get("rating"); std::string new_releasedate = file->metadata.get("releasedate"); std::string new_developer = file->metadata.get("developer"); std::string new_genre = file->metadata.get("genre"); std::string new_players = file->metadata.get("players"); rating = (new_rating > rating ? (new_rating != "" ? new_rating : rating) : rating); players = (new_players > players ? (new_players != "" ? new_players : players) : players); releasedate = (new_releasedate < releasedate ? (new_releasedate != "" ? new_releasedate : releasedate) : releasedate); developer = (developer == "None" ? new_developer : (new_developer != developer ? "Various" : new_developer)); genre = (genre == "None" ? new_genre : (new_genre != genre ? "Various" : new_genre)); switch(games_counter) { case 2: case 3: games_list += ", "; case 1: games_list += "'" + file->getName() + "'"; break; case 4: games_list += " among other titles."; } } desc = "This collection contains " + std::to_string(games_counter) + " games, including " + games_list; FileData* randomGame = sys->getRandomGame(); video = randomGame->getVideoPath(); thumbnail = randomGame->getThumbnailPath(); } rootFolder->metadata.set("desc", desc); rootFolder->metadata.set("rating", rating); rootFolder->metadata.set("players", players); rootFolder->metadata.set("genre", genre); rootFolder->metadata.set("releasedate", releasedate); rootFolder->metadata.set("developer", developer); rootFolder->metadata.set("video", video); rootFolder->metadata.set("image", thumbnail); } void CollectionSystemManager::initCustomCollectionSystems() { std::vector systems = getCollectionsFromConfigFolder(); for (auto nameIt = systems.cbegin(); nameIt != systems.cend(); nameIt++) { addNewCustomCollection(*nameIt); } } SystemData* CollectionSystemManager::getAllGamesCollection() { CollectionSystemData* allSysData = &mAutoCollectionSystemsData["all"]; if (!allSysData->isPopulated) { populateAutoCollection(allSysData); } return allSysData->system; } SystemData* CollectionSystemManager::addNewCustomCollection(std::string name) { CollectionSystemDecl decl = mCollectionSystemDeclsIndex[myCollectionsName]; decl.themeFolder = name; decl.name = name; decl.longName = name; return createNewCollectionEntry(name, decl); } // creates a new, empty Collection system, based on the name and declaration SystemData* CollectionSystemManager::createNewCollectionEntry(std::string name, CollectionSystemDecl sysDecl, bool index) { SystemData* newSys = new SystemData(name, sysDecl.longName, mCollectionEnvData, sysDecl.themeFolder, true); CollectionSystemData newCollectionData; newCollectionData.system = newSys; newCollectionData.decl = sysDecl; newCollectionData.isEnabled = false; newCollectionData.isPopulated = false; newCollectionData.needsSave = false; if (index) { if (!sysDecl.isCustom) { mAutoCollectionSystemsData[name] = newCollectionData; } else { mCustomCollectionSystemsData[name] = newCollectionData; } } return newSys; } // populates an Automatic Collection System void CollectionSystemManager::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(); 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 in "favorites" include = (*gameIt)->metadata.get("favorite") == "true"; break; } if (include) { CollectionFileData* newGame = new CollectionFileData(*gameIt, newSys); rootFolder->addChild(newGame); index->addToIndex(newGame); } } } } rootFolder->sort(getSortTypeFromString(sysDecl.defaultSort)); sysData->isPopulated = true; } // populates a Custom Collection System void CollectionSystemManager::populateCustomCollection(CollectionSystemData* sysData) { SystemData* newSys = sysData->system; sysData->isPopulated = true; CollectionSystemDecl sysDecl = sysData->decl; std::string path = getCustomCollectionConfigPath(newSys->getName()); if(!fs::exists(path)) { LOG(LogInfo) << "Couldn't find custom collection config file at " << path; return; } LOG(LogInfo) << "Loading custom collection config file at " << path; FileData* rootFolder = newSys->getRootFolder(); FileFilterIndex* index = newSys->getIndex(); // get Configuration for this Custom System std::ifstream input(path); // get all files map std::unordered_map allFilesMap = getAllGamesCollection()->getRootFolder()->getChildrenByFilename(); // iterate list of files in config file for(std::string gameKey; getline(input, gameKey); ) { std::unordered_map::const_iterator it = allFilesMap.find(gameKey); if (it != allFilesMap.cend()) { CollectionFileData* newGame = new CollectionFileData(it->second, newSys); rootFolder->addChild(newGame); index->addToIndex(newGame); } else { LOG(LogInfo) << "Couldn't find game referenced at '" << gameKey << "' for system config '" << path << "'"; } } rootFolder->sort(getSortTypeFromString(sysDecl.defaultSort)); updateCollectionFolderMetadata(newSys); } /* Handle System View removal and insertion of Collections */ void CollectionSystemManager::removeCollectionsFromDisplayedSystems() { // remove all Collection Systems for(auto sysIt = SystemData::sSystemVector.cbegin(); sysIt != SystemData::sSystemVector.cend(); ) { if ((*sysIt)->isCollection()) { sysIt = SystemData::sSystemVector.erase(sysIt); } else { sysIt++; } } // remove all custom collections in bundle // this should not delete the objects from memory! 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::get()->removeGameListView(mCustomCollectionsBundle); } void CollectionSystemManager::addEnabledCollectionsToDisplayedSystems(std::map* colSystemData) { // add auto enabled ones 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 it has its own view if(!it->second.decl.isCustom || themeFolderExists(it->first) || !Settings::getInstance()->getBool("UseCustomCollectionsSystem")) { // exists theme folder, or we chose not to bundle it under the custom-collections system // so we need to create a view SystemData::sSystemVector.push_back(it->second.system); } else { FileData* newSysRootFolder = it->second.system->getRootFolder(); mCustomCollectionsBundle->getRootFolder()->addChild(newSysRootFolder); mCustomCollectionsBundle->getIndex()->importIndex(it->second.system->getIndex()); } } } } /* Auxiliary methods to get available custom collection possibilities */ std::vector CollectionSystemManager::getSystemsFromConfig() { std::vector systems; std::string path = SystemData::getConfigPath(false); if(!fs::exists(path)) { return systems; } pugi::xml_document doc; pugi::xml_parse_result res = doc.load_file(path.c_str()); 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(); systems.push_back(themeFolder); } std::sort(systems.begin(), systems.end()); return systems; } // gets all folders from the current theme path std::vector CollectionSystemManager::getSystemsFromTheme() { std::vector systems; auto themeSets = ThemeData::getThemeSets(); if(themeSets.empty()) { // no theme sets available return systems; } std::map::const_iterator set = themeSets.find(Settings::getInstance()->getString("ThemeSet")); if(set == themeSets.cend()) { // currently selected theme set is missing, so just pick the first available set set = themeSets.cbegin(); Settings::getInstance()->setString("ThemeSet", set->first); } fs::path themePath = set->second.path; if (fs::exists(themePath)) { fs::directory_iterator end_itr; // default construction yields past-the-end for (fs::directory_iterator itr(themePath); itr != end_itr; ++itr) { if (fs::is_directory(itr->status())) { //... here you have a directory std::string folder = itr->path().string(); folder = folder.substr(themePath.string().size()+1); if(fs::exists(set->second.getThemePath(folder))) { systems.push_back(folder); } } } } std::sort(systems.begin(), systems.end()); return systems; } // returns the unused folders from current theme path std::vector CollectionSystemManager::getUnusedSystemsFromTheme() { // get used systems in es_systems.cfg 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; } // returns which collection config files exist in the user folder std::vector CollectionSystemManager::getCollectionsFromConfigFolder() { std::vector systems; fs::path configPath = getCollectionsFolder(); if (fs::exists(configPath)) { fs::directory_iterator end_itr; // default construction yields past-the-end for (fs::directory_iterator itr(configPath); itr != end_itr; ++itr) { if (fs::is_regular_file(itr->status())) { // it's a file std::string file = itr->path().string(); std::string filename = file.substr(configPath.string().size()); // need to confirm filename matches config format if (boost::algorithm::ends_with(filename, ".cfg") && boost::algorithm::starts_with(filename, "custom-") && filename != "custom-.cfg") { filename = filename.substr(7, filename.size()-11); systems.push_back(filename); } else { LOG(LogInfo) << "Found non-collection config file in collections folder: " << filename; } } } } return systems; } // returns the theme folders for Automatic Collections (All, Favorites, Last Played) or generic Custom Collections folder std::vector CollectionSystemManager::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; } // returns the theme folders in use for the user-defined Custom Collections std::vector CollectionSystemManager::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; } // returns whether a specific folder exists in the theme bool CollectionSystemManager::themeFolderExists(std::string folder) { std::vector themeSys = getSystemsFromTheme(); return std::find(themeSys.cbegin(), themeSys.cend(), folder) != themeSys.cend(); } bool CollectionSystemManager::includeFileInAutoCollections(FileData* file) { // we exclude non-game files from collections (i.e. "kodi", entries from non-game systems) // if/when there are more in the future, maybe this can be a more complex method, with a proper list // but for now a simple string comparison is more performant return file->getName() != "kodi" && file->getSystem()->isGameSystem(); } std::string getCustomCollectionConfigPath(std::string collectionName) { fs::path path = getCollectionsFolder() + "custom-" + collectionName + ".cfg"; return path.generic_string(); } std::string getCollectionsFolder() { return getHomePath() + "/.emulationstation/collections/"; } bool systemSort(SystemData* sys1, SystemData* sys2) { std::string name1 = sys1->getName(); std::string name2 = sys2->getName(); transform(name1.cbegin(), name1.cend(), name1.begin(), ::toupper); transform(name2.cbegin(), name2.cend(), name2.begin(), ::toupper); return name1.compare(name2) < 0; }