#include "SystemData.h" #include "GameData.h" #include "XMLReader.h" #include #include #include #include #include "Renderer.h" #include "AudioManager.h" #include "Log.h" std::vector SystemData::sSystemVector; namespace fs = boost::filesystem; extern bool PARSEGAMELISTONLY; extern bool IGNOREGAMELIST; std::string SystemData::getStartPath() { return mStartPath; } std::string SystemData::getExtension() { return mSearchExtension; } SystemData::SystemData(std::string name, std::string descName, std::string startPath, std::string extension, std::string command) { mName = name; mDescName = descName; //expand home symbol if the startpath contains ~ if(startPath[0] == '~') { startPath.erase(0, 1); std::string home = getenv("HOME"); startPath.insert(0, home); } mStartPath = startPath; mSearchExtension = extension; mLaunchCommand = command; mRootFolder = new FolderData(this, mStartPath, "Search Root"); if(!PARSEGAMELISTONLY) populateFolder(mRootFolder); if(!IGNOREGAMELIST) parseGamelist(this); mRootFolder->sort(); } SystemData::~SystemData() { delete mRootFolder; } std::string strreplace(std::string& str, std::string replace, std::string with) { size_t pos = str.find(replace); if(pos != std::string::npos) return str.replace(pos, replace.length(), with.c_str(), with.length()); else return str; } void SystemData::launchGame(GameData* game) { LOG(LogInfo) << "Attempting to launch game..."; //suspend SDL joystick events (these'll pile up even while something else is running) SDL_JoystickEventState(0); AudioManager::deinit(); Renderer::deinit(); std::string command = mLaunchCommand; command = strreplace(command, "%ROM%", game->getBashPath()); command = strreplace(command, "%BASENAME%", game->getBaseName()); LOG(LogInfo) << " " << command; LOG(LogInfo) << "=============================================="; int exitCode = system(command.c_str()); LOG(LogInfo) << "=============================================="; if(exitCode != 0) { LOG(LogWarning) << "...launch terminated with nonzero exit code " << exitCode << "!"; } Renderer::init(0, 0); AudioManager::init(); //re-enable SDL joystick events SDL_JoystickEventState(1); } void SystemData::populateFolder(FolderData* folder) { std::string folderPath = folder->getPath(); if(!fs::is_directory(folderPath)) { LOG(LogError) << "Error - folder with path \"" << folderPath << "\" is not a directory!"; return; } for(fs::directory_iterator end, dir(folderPath); dir != end; ++dir) { fs::path filePath = (*dir).path(); if(filePath.stem().string().empty()) continue; if(fs::is_directory(filePath)) { FolderData* newFolder = new FolderData(this, filePath.string(), filePath.stem().string()); populateFolder(newFolder); //ignore folders that do not contain games if(newFolder->getFileCount() == 0) delete newFolder; else folder->pushFileData(newFolder); }else{ //this is a little complicated because we allow a list of extensions to be defined (delimited with a space) //we first get the extension of the file itself: std::string extension = filePath.extension().string(); std::string chkExt; size_t extPos = 0; do { //now we loop through every extension in the list size_t cpos = extPos; extPos = mSearchExtension.find(" ", extPos); chkExt = mSearchExtension.substr(cpos, ((extPos == std::string::npos) ? mSearchExtension.length() - cpos: extPos - cpos)); //if it matches, add it if(chkExt == extension) { GameData* newGame = new GameData(this, filePath.string(), filePath.stem().string()); folder->pushFileData(newGame); break; }else if(extPos != std::string::npos) //if not, add one to the "next position" marker to skip the space when reading the next extension { extPos++; } } while(extPos != std::string::npos && chkExt != "" && chkExt.find(".") != std::string::npos); } } } std::string SystemData::getName() { return mName; } std::string SystemData::getDescName() { return mDescName; } //creates systems from information located in a config file void SystemData::loadConfig() { deleteSystems(); std::string path = getConfigPath(); LOG(LogInfo) << "Loading system config file..."; std::ifstream file(path.c_str()); if(file.is_open()) { std::string line; std::string sysName, sysDescName, sysPath, sysExtension, sysCommand; while(file.good()) { std::getline(file, line); //skip blank lines and comments if(line.empty() || line[0] == *"#") continue; //find the name (left of the equals sign) and the value (right of the equals sign) bool lineValid = false; std::string varName, varValue; for(unsigned int i = 0; i < line.length(); i++) { if(line[i] == *"=") { lineValid = true; varName = line.substr(0, i); varValue = line.substr(i + 1, line.length() - 1); break; } } if(lineValid) { //map the value to the appropriate variable if(varName == "NAME") sysName = varValue; else if(varName == "DESCNAME") sysDescName = varValue; else if(varName == "PATH") { if(varValue[varValue.length() - 1] == '/') sysPath = varValue.substr(0, varValue.length() - 1); else sysPath = varValue; }else if(varName == "EXTENSION") sysExtension = varValue; else if(varName == "COMMAND") sysCommand = varValue; //we have all our variables - create the system object if(!sysName.empty() && !sysPath.empty() &&!sysExtension.empty() && !sysCommand.empty()) { if(sysDescName.empty()) sysDescName = sysName; SystemData* newSystem = new SystemData(sysName, sysDescName, sysPath, sysExtension, sysCommand); if(newSystem->getRootFolder()->getFileCount() == 0) { LOG(LogWarning) << "System \"" << sysName << "\" has no games! Ignoring it."; delete newSystem; }else{ sSystemVector.push_back(newSystem); } //reset the variables for the next block (should there be one) sysName = ""; sysDescName = ""; sysPath = ""; sysExtension = ""; sysCommand = "" ; } }else{ LOG(LogError) << "Error reading config file \"" << path << "\" - no equals sign found on line \"" << line << "\"!"; return; } } }else{ LOG(LogError) << "Error - could not load config file \"" << path << "\"!"; return; } LOG(LogInfo) << "Finished loading config file - created " << sSystemVector.size() << " systems."; return; } void SystemData::writeExampleConfig() { std::string path = getConfigPath(); std::ofstream file(path.c_str()); file << "# This is the EmulationStation Systems configuration file." << std::endl; file << "# Lines that begin with a hash (#) are ignored, as are empty lines." << std::endl; file << "# A sample system might look like this:" << std::endl; file << "#NAME=nes" << std::endl; file << "#DESCNAME=Nintendo Entertainment System" << std::endl; file << "#PATH=~/ROMs/nes/" << std::endl; file << "#EXTENSION=.nes .NES" << std::endl; file << "#COMMAND=retroarch -L ~/cores/libretro-fceumm.so %ROM%" << std::endl << std::endl; file << "#NAME is a short name used internally (and in alternative paths)." << std::endl; file << "#DESCNAME is a descriptive name to identify the system. It may be displayed in a header." << std::endl; file << "#PATH is the path to start the recursive search for ROMs in. ~ will be expanded into the $HOME variable." << std::endl; file << "#EXTENSION is a list of extensions to search for, separated by spaces. You MUST include the period, and it must be exact - it's case sensitive, and no wildcards." << std::endl; file << "#COMMAND is the shell command to execute when a game is selected. %ROM% will be replaced with the (bash special-character escaped) path to the ROM." << std::endl << std::endl; file << "#Now try your own!" << std::endl; file << "NAME=" << std::endl; file << "DESCNAME=" << std::endl; file << "PATH=" << std::endl; file << "EXTENSION=" << std::endl; file << "COMMAND=" << std::endl; file.close(); } void SystemData::deleteSystems() { for(unsigned int i = 0; i < sSystemVector.size(); i++) { delete sSystemVector.at(i); } sSystemVector.clear(); } std::string SystemData::getConfigPath() { std::string home = getenv("HOME"); if(home.empty()) { LOG(LogError) << "$HOME environment variable empty or nonexistant!"; exit(1); return ""; } return(home + "/.emulationstation/es_systems.cfg"); } FolderData* SystemData::getRootFolder() { return mRootFolder; } std::string SystemData::getGamelistPath(){ std::string filePath; filePath = mRootFolder->getPath() + "/gamelist.xml"; if(fs::exists(filePath)) return filePath; filePath = getenv("HOME"); filePath += "/.emulationstation/"+ getName() + "/gamelist.xml"; if(fs::exists(filePath)) return filePath; return ""; } bool SystemData::hasGamelist() { if(getGamelistPath().empty()) return false; else return true; }