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https://github.com/RetroDECK/ES-DE.git
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161 lines
5.2 KiB
C++
161 lines
5.2 KiB
C++
#pragma once
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#ifndef ES_APP_SCRAPERS_SCRAPER_H
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#define ES_APP_SCRAPERS_SCRAPER_H
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#include "AsyncHandle.h"
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#include "HttpReq.h"
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#include "MetaData.h"
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#include <queue>
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#define MAX_SCRAPER_RESULTS 7
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class FileData;
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class SystemData;
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struct ScraperSearchParams
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{
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SystemData* system;
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FileData* game;
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std::string nameOverride;
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};
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struct ScraperSearchResult
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{
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ScraperSearchResult() : mdl(GAME_METADATA) {};
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MetaDataList mdl;
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std::string imageUrl;
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std::string thumbnailUrl;
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};
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// So let me explain why I've abstracted this so heavily.
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// There are two ways I can think of that you'd want to write a scraper.
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// 1. Do some HTTP request(s) -> process it -> return the results
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// 2. Do some local filesystem queries (an offline scraper) -> return the results
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// The first way needs to be asynchronous while it's waiting for the HTTP request to return.
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// The second doesn't.
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// It would be nice if we could write it like this:
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// search = generate_http_request(searchparams);
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// wait_until_done(search);
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// ... process search ...
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// return results;
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// We could do this if we used threads. Right now ES doesn't because I'm pretty sure I'll fuck it up,
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// and I'm not sure of the performance of threads on the Pi (single-core ARM).
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// We could also do this if we used coroutines.
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// I can't find a really good cross-platform coroutine library (x86/64/ARM Linux + Windows),
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// and I don't want to spend more time chasing libraries than just writing it the long way once.
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// So, I did it the "long" way.
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// ScraperSearchHandle - one logical search, e.g. "search for mario"
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// ScraperRequest - encapsulates some sort of asynchronous request that will ultimately return some results
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// ScraperHttpRequest - implementation of ScraperRequest that waits on an HttpReq, then processes it with some processing function.
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// a scraper search gathers results from (potentially multiple) ScraperRequests
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class ScraperRequest : public AsyncHandle
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{
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public:
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ScraperRequest(std::vector<ScraperSearchResult>& resultsWrite);
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// returns "true" once we're done
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virtual void update() = 0;
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protected:
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std::vector<ScraperSearchResult>& mResults;
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};
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// a single HTTP request that needs to be processed to get the results
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class ScraperHttpRequest : public ScraperRequest
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{
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public:
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ScraperHttpRequest(std::vector<ScraperSearchResult>& resultsWrite, const std::string& url);
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virtual void update() override;
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protected:
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virtual void process(const std::unique_ptr<HttpReq>& req, std::vector<ScraperSearchResult>& results) = 0;
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private:
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std::unique_ptr<HttpReq> mReq;
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};
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// a request to get a list of results
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class ScraperSearchHandle : public AsyncHandle
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{
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public:
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ScraperSearchHandle();
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void update();
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inline const std::vector<ScraperSearchResult>& getResults() const { assert(mStatus != ASYNC_IN_PROGRESS); return mResults; }
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protected:
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friend std::unique_ptr<ScraperSearchHandle> startScraperSearch(const ScraperSearchParams& params);
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std::queue< std::unique_ptr<ScraperRequest> > mRequestQueue;
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std::vector<ScraperSearchResult> mResults;
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};
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// will use the current scraper settings to pick the result source
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std::unique_ptr<ScraperSearchHandle> startScraperSearch(const ScraperSearchParams& params);
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// returns a list of valid scraper names
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std::vector<std::string> getScraperList();
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typedef void (*generate_scraper_requests_func)(const ScraperSearchParams& params, std::queue< std::unique_ptr<ScraperRequest> >& requests, std::vector<ScraperSearchResult>& results);
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// -------------------------------------------------------------------------
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// Meta data asset downloading stuff.
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class MDResolveHandle : public AsyncHandle
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{
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public:
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MDResolveHandle(const ScraperSearchResult& result, const ScraperSearchParams& search);
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void update() override;
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inline const ScraperSearchResult& getResult() const { assert(mStatus == ASYNC_DONE); return mResult; }
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private:
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ScraperSearchResult mResult;
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typedef std::pair< std::unique_ptr<AsyncHandle>, std::function<void()> > ResolvePair;
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std::vector<ResolvePair> mFuncs;
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};
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class ImageDownloadHandle : public AsyncHandle
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{
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public:
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ImageDownloadHandle(const std::string& url, const std::string& path, int maxWidth, int maxHeight);
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void update() override;
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private:
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std::unique_ptr<HttpReq> mReq;
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std::string mSavePath;
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int mMaxWidth;
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int mMaxHeight;
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};
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//About the same as "~/.emulationstation/downloaded_images/[system_name]/[game_name].[url's extension]".
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//Will create the "downloaded_images" and "subdirectory" directories if they do not exist.
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std::string getSaveAsPath(const ScraperSearchParams& params, const std::string& suffix, const std::string& url);
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//Will resize according to Settings::getInt("ScraperResizeWidth") and Settings::getInt("ScraperResizeHeight").
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std::unique_ptr<ImageDownloadHandle> downloadImageAsync(const std::string& url, const std::string& saveAs);
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// Resolves all metadata assets that need to be downloaded.
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std::unique_ptr<MDResolveHandle> resolveMetaDataAssets(const ScraperSearchResult& result, const ScraperSearchParams& search);
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//You can pass 0 for maxWidth or maxHeight to automatically keep the aspect ratio.
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//Will overwrite the image at [path] with the new resized one.
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//Returns true if successful, false otherwise.
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bool resizeImage(const std::string& path, int maxWidth, int maxHeight);
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#endif // ES_APP_SCRAPERS_SCRAPER_H
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