mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2024-11-26 16:15:39 +00:00
1288 lines
50 KiB
C++
1288 lines
50 KiB
C++
// SPDX-License-Identifier: MIT
|
|
//
|
|
// EmulationStation Desktop Edition
|
|
// SystemData.cpp
|
|
//
|
|
// Provides data structures for the game systems and populates and indexes them based
|
|
// on the configuration in es_systems.xml as well as the presence of game ROM files.
|
|
// Also provides functions to read and write to the gamelist files and to handle theme
|
|
// loading.
|
|
//
|
|
|
|
#include "SystemData.h"
|
|
|
|
#include "CollectionSystemsManager.h"
|
|
#include "FileFilterIndex.h"
|
|
#include "FileSorts.h"
|
|
#include "Gamelist.h"
|
|
#include "Log.h"
|
|
#include "Platform.h"
|
|
#include "Settings.h"
|
|
#include "ThemeData.h"
|
|
#include "resources/ResourceManager.h"
|
|
#include "utils/FileSystemUtil.h"
|
|
#include "utils/StringUtil.h"
|
|
#include "views/UIModeController.h"
|
|
#include "views/ViewController.h"
|
|
#include "views/gamelist/IGameListView.h"
|
|
|
|
#include <fstream>
|
|
#include <pugixml.hpp>
|
|
#include <random>
|
|
|
|
std::vector<SystemData*> SystemData::sSystemVector;
|
|
std::unique_ptr<FindRules> SystemData::sFindRules;
|
|
|
|
FindRules::FindRules()
|
|
{
|
|
LOG(LogInfo) << "Loading emulator find rules...";
|
|
loadFindRules();
|
|
}
|
|
|
|
void FindRules::loadFindRules()
|
|
{
|
|
std::string customSystemsDirectory =
|
|
Utils::FileSystem::getHomePath() + "/.emulationstation/custom_systems";
|
|
|
|
std::string path = customSystemsDirectory + "/es_find_rules.xml";
|
|
|
|
if (Utils::FileSystem::exists(path)) {
|
|
LOG(LogInfo) << "Found custom find rules configuration file";
|
|
}
|
|
else {
|
|
#if defined(_WIN64)
|
|
path = ResourceManager::getInstance().getResourcePath(":/systems/windows/es_find_rules.xml",
|
|
false);
|
|
#elif defined(__APPLE__)
|
|
path = ResourceManager::getInstance().getResourcePath(":/systems/macos/es_find_rules.xml",
|
|
false);
|
|
#else
|
|
path = ResourceManager::getInstance().getResourcePath(":/systems/unix/es_find_rules.xml",
|
|
false);
|
|
#endif
|
|
}
|
|
|
|
if (path == "") {
|
|
LOG(LogWarning) << "No find rules configuration file found";
|
|
return;
|
|
}
|
|
|
|
LOG(LogInfo) << "Parsing find rules configuration file \"" << path << "\"...";
|
|
|
|
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) {
|
|
LOG(LogError) << "Couldn't parse es_find_rules.xml: " << res.description();
|
|
return;
|
|
}
|
|
|
|
// Actually read the file.
|
|
pugi::xml_node ruleList = doc.child("ruleList");
|
|
|
|
if (!ruleList) {
|
|
LOG(LogError) << "es_find_rules.xml is missing the <ruleList> tag";
|
|
return;
|
|
}
|
|
|
|
EmulatorRules emulatorRules;
|
|
CoreRules coreRules;
|
|
|
|
for (pugi::xml_node emulator = ruleList.child("emulator"); emulator;
|
|
emulator = emulator.next_sibling("emulator")) {
|
|
std::string emulatorName = emulator.attribute("name").as_string();
|
|
if (emulatorName.empty()) {
|
|
LOG(LogWarning) << "Found emulator tag without name attribute, skipping entry";
|
|
continue;
|
|
}
|
|
if (mEmulators.find(emulatorName) != mEmulators.end()) {
|
|
LOG(LogWarning) << "Found repeating emulator tag \"" << emulatorName
|
|
<< "\", skipping entry";
|
|
continue;
|
|
}
|
|
for (pugi::xml_node rule = emulator.child("rule"); rule; rule = rule.next_sibling("rule")) {
|
|
std::string ruleType = rule.attribute("type").as_string();
|
|
if (ruleType.empty()) {
|
|
LOG(LogWarning) << "Found rule tag without type attribute for emulator \""
|
|
<< emulatorName << "\", skipping entry";
|
|
continue;
|
|
}
|
|
#if defined(_WIN64)
|
|
if (ruleType != "winregistrypath" && ruleType != "winregistryvalue" &&
|
|
ruleType != "systempath" && ruleType != "staticpath") {
|
|
#else
|
|
if (ruleType != "systempath" && ruleType != "staticpath") {
|
|
#endif
|
|
LOG(LogWarning) << "Found invalid rule type \"" << ruleType << "\" for emulator \""
|
|
<< emulatorName << "\", skipping entry";
|
|
continue;
|
|
}
|
|
for (pugi::xml_node entry = rule.child("entry"); entry;
|
|
entry = entry.next_sibling("entry")) {
|
|
std::string entryValue = entry.text().get();
|
|
if (ruleType == "systempath")
|
|
emulatorRules.systemPaths.push_back(entryValue);
|
|
else if (ruleType == "staticpath")
|
|
emulatorRules.staticPaths.push_back(entryValue);
|
|
#if defined(_WIN64)
|
|
else if (ruleType == "winregistrypath")
|
|
emulatorRules.winRegistryPaths.push_back(entryValue);
|
|
else if (ruleType == "winregistryvalue")
|
|
emulatorRules.winRegistryValues.push_back(entryValue);
|
|
#endif
|
|
}
|
|
}
|
|
mEmulators[emulatorName] = emulatorRules;
|
|
emulatorRules.systemPaths.clear();
|
|
emulatorRules.staticPaths.clear();
|
|
#if defined(_WIN64)
|
|
emulatorRules.winRegistryPaths.clear();
|
|
emulatorRules.winRegistryValues.clear();
|
|
#endif
|
|
}
|
|
|
|
for (pugi::xml_node core = ruleList.child("core"); core; core = core.next_sibling("core")) {
|
|
std::string coreName = core.attribute("name").as_string();
|
|
if (coreName.empty()) {
|
|
LOG(LogWarning) << "Found core tag without name attribute, skipping entry";
|
|
continue;
|
|
}
|
|
if (mCores.find(coreName) != mCores.end()) {
|
|
LOG(LogWarning) << "Found repeating core tag \"" << coreName << "\", skipping entry";
|
|
continue;
|
|
}
|
|
for (pugi::xml_node rule = core.child("rule"); rule; rule = rule.next_sibling("rule")) {
|
|
std::string ruleType = rule.attribute("type").as_string();
|
|
if (ruleType.empty()) {
|
|
LOG(LogWarning) << "Found rule tag without type attribute for core \"" << coreName
|
|
<< "\", skipping entry";
|
|
continue;
|
|
}
|
|
if (ruleType != "corepath") {
|
|
LOG(LogWarning) << "Found invalid rule type \"" << ruleType << "\" for core \""
|
|
<< coreName << "\", skipping entry";
|
|
continue;
|
|
}
|
|
for (pugi::xml_node entry = rule.child("entry"); entry;
|
|
entry = entry.next_sibling("entry")) {
|
|
std::string entryValue = entry.text().get();
|
|
if (ruleType == "corepath")
|
|
coreRules.corePaths.push_back(entryValue);
|
|
}
|
|
}
|
|
mCores[coreName] = coreRules;
|
|
coreRules.corePaths.clear();
|
|
}
|
|
}
|
|
|
|
SystemData::SystemData(const std::string& name,
|
|
const std::string& fullName,
|
|
const std::string& sortName,
|
|
SystemEnvironmentData* envData,
|
|
const std::string& themeFolder,
|
|
bool CollectionSystem,
|
|
bool CustomCollectionSystem)
|
|
: mName(name)
|
|
, mFullName(fullName)
|
|
, mSortName(sortName)
|
|
, mEnvData(envData)
|
|
, mThemeFolder(themeFolder)
|
|
, mIsCollectionSystem(CollectionSystem)
|
|
, mIsCustomCollectionSystem(CustomCollectionSystem)
|
|
, mIsGroupedCustomCollectionSystem(false)
|
|
, mIsGameSystem(true)
|
|
, mScrapeFlag(false)
|
|
, mPlaceholder(nullptr)
|
|
{
|
|
mFilterIndex = new FileFilterIndex();
|
|
|
|
// If it's an actual system, initialize it, if not, just create the data structure.
|
|
if (!CollectionSystem) {
|
|
mRootFolder = new FileData(FOLDER, mEnvData->mStartPath, mEnvData, this);
|
|
mRootFolder->metadata.set("name", mFullName);
|
|
|
|
if (!Settings::getInstance()->getBool("ParseGamelistOnly")) {
|
|
// If there was an error populating the folder or if there were no games found,
|
|
// then don't continue with any additional process steps for this system.
|
|
if (!populateFolder(mRootFolder))
|
|
return;
|
|
}
|
|
|
|
if (!Settings::getInstance()->getBool("IgnoreGamelist"))
|
|
parseGamelist(this);
|
|
|
|
setupSystemSortType(mRootFolder);
|
|
|
|
mRootFolder->sort(mRootFolder->getSortTypeFromString(mRootFolder->getSortTypeString()),
|
|
Settings::getInstance()->getBool("FavoritesFirst"));
|
|
|
|
indexAllGameFilters(mRootFolder);
|
|
}
|
|
else {
|
|
// Virtual systems are updated afterwards by CollectionSystemsManager.
|
|
// We're just creating the data structure here.
|
|
mRootFolder = new FileData(FOLDER, "" + name, mEnvData, this);
|
|
setupSystemSortType(mRootFolder);
|
|
}
|
|
|
|
// This placeholder can be used later in the gamelist view.
|
|
mPlaceholder = new FileData(PLACEHOLDER, "<No Entries Found>", getSystemEnvData(), this);
|
|
|
|
setIsGameSystemStatus();
|
|
loadTheme();
|
|
}
|
|
|
|
SystemData::~SystemData()
|
|
{
|
|
if (Settings::getInstance()->getString("SaveGamelistsMode") == "on exit") {
|
|
if (mRootFolder->getGameCount().first + mRootFolder->getGameCount().second != 0)
|
|
writeMetaData();
|
|
}
|
|
|
|
if (!mEnvData->mStartPath.empty())
|
|
delete mEnvData;
|
|
delete mRootFolder;
|
|
delete mPlaceholder;
|
|
delete mFilterIndex;
|
|
}
|
|
|
|
void SystemData::setIsGameSystemStatus()
|
|
{
|
|
// We exclude non-game systems from specific operations (i.e. the "RetroPie" system, at least).
|
|
// 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 enough.
|
|
mIsGameSystem = (mName != "retropie");
|
|
}
|
|
|
|
bool SystemData::populateFolder(FileData* folder)
|
|
{
|
|
const std::string& folderPath = folder->getPath();
|
|
|
|
std::string filePath;
|
|
std::string extension;
|
|
bool isGame;
|
|
bool showHiddenFiles = Settings::getInstance()->getBool("ShowHiddenFiles");
|
|
Utils::FileSystem::stringList dirContent = Utils::FileSystem::getDirContent(folderPath);
|
|
|
|
// If system directory exists but contains no games, return as error.
|
|
if (dirContent.size() == 0)
|
|
return false;
|
|
|
|
for (Utils::FileSystem::stringList::const_iterator it = dirContent.cbegin();
|
|
it != dirContent.cend(); ++it) {
|
|
filePath = *it;
|
|
|
|
// Skip any recursive symlinks as those would hang the application at various places.
|
|
if (Utils::FileSystem::isSymlink(filePath)) {
|
|
if (Utils::FileSystem::resolveSymlink(filePath) ==
|
|
Utils::FileSystem::getFileName(filePath)) {
|
|
LOG(LogWarning) << "Skipped \"" << filePath << "\" as it's a recursive symlink";
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// Skip hidden files and folders.
|
|
if (!showHiddenFiles && Utils::FileSystem::isHidden(filePath)) {
|
|
LOG(LogDebug) << "SystemData::populateFolder(): Skipping hidden "
|
|
<< (Utils::FileSystem::isDirectory(filePath) ? "directory \"" : "file \"")
|
|
<< filePath << "\"";
|
|
continue;
|
|
}
|
|
|
|
// 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:
|
|
extension = Utils::FileSystem::getExtension(filePath);
|
|
|
|
isGame = false;
|
|
if (std::find(mEnvData->mSearchExtensions.cbegin(), mEnvData->mSearchExtensions.cend(),
|
|
extension) != mEnvData->mSearchExtensions.cend()) {
|
|
FileData* newGame = new FileData(GAME, filePath, mEnvData, this);
|
|
|
|
// If adding a configured file extension to a directory it will get interpreted as
|
|
// a regular file. This is useful for some emulators that can get directories passed
|
|
// to them as command line parameters instead of regular files. In these instances
|
|
// we remove the extension from the metadata name so it does not show up in the
|
|
// gamelists and similar.
|
|
if (Utils::FileSystem::isDirectory(filePath)) {
|
|
const std::string folderName = newGame->metadata.get("name");
|
|
newGame->metadata.set(
|
|
"name", folderName.substr(0, folderName.length() - extension.length()));
|
|
}
|
|
|
|
// Prevent new arcade assets from being added.
|
|
if (!newGame->isArcadeAsset()) {
|
|
folder->addChild(newGame);
|
|
isGame = true;
|
|
}
|
|
else {
|
|
delete newGame;
|
|
}
|
|
}
|
|
|
|
// Add directories that also do not match an extension as folders.
|
|
if (!isGame && Utils::FileSystem::isDirectory(filePath)) {
|
|
// Make sure that it's not a recursive symlink pointing to a location higher in the
|
|
// hierarchy as the application would run forever trying to resolve the link.
|
|
if (Utils::FileSystem::isSymlink(filePath)) {
|
|
const std::string canonicalPath = Utils::FileSystem::getCanonicalPath(filePath);
|
|
const std::string canonicalStartPath =
|
|
Utils::FileSystem::getCanonicalPath(mEnvData->mStartPath);
|
|
const std::string combinedPath =
|
|
mEnvData->mStartPath +
|
|
canonicalPath.substr(canonicalStartPath.size(),
|
|
canonicalStartPath.size() - canonicalPath.size());
|
|
if (filePath.find(combinedPath) == 0) {
|
|
LOG(LogWarning) << "Skipped \"" << filePath << "\" as it's a recursive symlink";
|
|
continue;
|
|
}
|
|
}
|
|
|
|
FileData* newFolder = new FileData(FOLDER, filePath, mEnvData, this);
|
|
populateFolder(newFolder);
|
|
|
|
// Ignore folders that do not contain games.
|
|
if (newFolder->getChildrenByFilename().size() == 0)
|
|
delete newFolder;
|
|
else
|
|
folder->addChild(newFolder);
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void SystemData::indexAllGameFilters(const FileData* folder)
|
|
{
|
|
const std::vector<FileData*>& children = folder->getChildren();
|
|
|
|
for (std::vector<FileData*>::const_iterator it = children.cbegin(); // Line break.
|
|
it != children.cend(); ++it) {
|
|
switch ((*it)->getType()) {
|
|
case GAME:
|
|
mFilterIndex->addToIndex(*it);
|
|
break;
|
|
case FOLDER:
|
|
indexAllGameFilters(*it);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
std::vector<std::string> readList(const std::string& str, const std::string& delims = " \t\r\n,")
|
|
{
|
|
std::vector<std::string> ret;
|
|
|
|
size_t prevOff = str.find_first_not_of(delims, 0);
|
|
size_t off = str.find_first_of(delims, prevOff);
|
|
while (off != std::string::npos || prevOff != std::string::npos) {
|
|
ret.push_back(str.substr(prevOff, off - prevOff));
|
|
|
|
prevOff = str.find_first_not_of(delims, off);
|
|
off = str.find_first_of(delims, prevOff);
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
bool SystemData::loadConfig()
|
|
{
|
|
deleteSystems();
|
|
|
|
if (sFindRules.get() == nullptr)
|
|
sFindRules = std::make_unique<FindRules>();
|
|
|
|
LOG(LogInfo) << "Populating game systems...";
|
|
|
|
std::vector<std::string> configPaths = getConfigPath(true);
|
|
const std::string rompath = FileData::getROMDirectory();
|
|
|
|
bool onlyProcessCustomFile = false;
|
|
|
|
for (auto configPath : configPaths) {
|
|
// If the loadExclusive tag is present in the custom es_systems.xml file, then skip
|
|
// processing of the bundled configuration file.
|
|
if (onlyProcessCustomFile)
|
|
break;
|
|
|
|
LOG(LogInfo) << "Parsing systems configuration file \"" << configPath << "\"...";
|
|
|
|
pugi::xml_document doc;
|
|
#if defined(_WIN64)
|
|
pugi::xml_parse_result res =
|
|
doc.load_file(Utils::String::stringToWideString(configPath).c_str());
|
|
#else
|
|
pugi::xml_parse_result res = doc.load_file(configPath.c_str());
|
|
#endif
|
|
|
|
if (!res) {
|
|
LOG(LogError) << "Couldn't parse es_systems.xml: " << res.description();
|
|
return true;
|
|
}
|
|
|
|
pugi::xml_node loadExclusive = doc.child("loadExclusive");
|
|
if (loadExclusive) {
|
|
if (configPath == configPaths.front() && configPaths.size() > 1) {
|
|
LOG(LogInfo) << "Only loading custom file as the <loadExclusive> tag is present";
|
|
onlyProcessCustomFile = true;
|
|
}
|
|
else {
|
|
LOG(LogWarning) << "A <loadExclusive> tag is present in the bundled es_systems.xml "
|
|
"file, ignoring it as this is only supposed to be used for the "
|
|
"custom es_systems.xml file";
|
|
}
|
|
}
|
|
|
|
// Actually read the file.
|
|
pugi::xml_node systemList = doc.child("systemList");
|
|
|
|
if (!systemList) {
|
|
LOG(LogError) << "es_systems.xml is missing the <systemList> tag";
|
|
return true;
|
|
}
|
|
|
|
for (pugi::xml_node system = systemList.child("system"); system;
|
|
system = system.next_sibling("system")) {
|
|
std::string name;
|
|
std::string fullname;
|
|
std::string sortName;
|
|
std::string path;
|
|
std::string themeFolder;
|
|
|
|
name = system.child("name").text().get();
|
|
fullname = system.child("fullname").text().get();
|
|
sortName = system.child("systemsortname").text().get();
|
|
path = system.child("path").text().get();
|
|
|
|
auto nameFindFunc = [&] {
|
|
for (auto system : sSystemVector) {
|
|
if (system->mName == name) {
|
|
LOG(LogWarning) << "A system with the name \"" << name
|
|
<< "\" has already been loaded, skipping duplicate entry";
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
};
|
|
|
|
// If the name is matching a system that has already been loaded, then skip the entry.
|
|
if (nameFindFunc())
|
|
continue;
|
|
|
|
// If there is a %ROMPATH% variable set for the system, expand it. By doing this
|
|
// it's possible to use either absolute ROM paths in es_systems.xml or to utilize
|
|
// the ROM path configured as ROMDirectory in es_settings.xml. If it's set to ""
|
|
// in this configuration file, the default hardcoded path $HOME/ROMs/ will be used.
|
|
path = Utils::String::replace(path, "%ROMPATH%", rompath);
|
|
#if defined(_WIN64)
|
|
path = Utils::String::replace(path, "\\", "/");
|
|
#endif
|
|
path = Utils::String::replace(path, "//", "/");
|
|
|
|
// Check that the ROM directory for the system is valid or otherwise abort the
|
|
// processing.
|
|
if (!Utils::FileSystem::exists(path)) {
|
|
LOG(LogDebug) << "SystemData::loadConfig(): Skipping system \"" << name
|
|
<< "\" as the defined ROM directory \"" << path
|
|
<< "\" does not exist";
|
|
continue;
|
|
}
|
|
if (!Utils::FileSystem::isDirectory(path)) {
|
|
LOG(LogDebug) << "SystemData::loadConfig(): Skipping system \"" << name
|
|
<< "\" as the defined ROM directory \"" << path
|
|
<< "\" is not actually a directory";
|
|
continue;
|
|
}
|
|
if (Utils::FileSystem::isSymlink(path)) {
|
|
// Make sure that the symlink is not pointing to somewhere higher in the hierarchy
|
|
// as that would lead to an infite loop, meaning the application would never start.
|
|
std::string resolvedRompath = Utils::FileSystem::getCanonicalPath(rompath);
|
|
if (resolvedRompath.find(Utils::FileSystem::getCanonicalPath(path)) == 0) {
|
|
LOG(LogWarning)
|
|
<< "Skipping system \"" << name << "\" as the defined ROM directory \""
|
|
<< path << "\" is an infinitely recursive symlink";
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// Convert extensions list from a string into a vector of strings.
|
|
std::vector<std::string> extensions = readList(system.child("extension").text().get());
|
|
|
|
// Load all launch command tags for the system and if there are multiple tags, then
|
|
// the label attribute needs to be set on all entries as it's a requirement for the
|
|
// alternative emulator logic.
|
|
std::vector<std::pair<std::string, std::string>> commands;
|
|
for (pugi::xml_node entry = system.child("command"); entry;
|
|
entry = entry.next_sibling("command")) {
|
|
if (!entry.attribute("label")) {
|
|
if (commands.size() == 1) {
|
|
// The first command tag had a label but the second one doesn't.
|
|
LOG(LogError)
|
|
<< "Missing mandatory label attribute for alternative emulator "
|
|
"entry, only the first command tag will be processed for system \""
|
|
<< name << "\"";
|
|
break;
|
|
}
|
|
else if (commands.size() > 1) {
|
|
// At least two command tags had a label but this one doesn't.
|
|
LOG(LogError)
|
|
<< "Missing mandatory label attribute for alternative emulator "
|
|
"entry, no additional command tags will be processed for system \""
|
|
<< name << "\"";
|
|
break;
|
|
}
|
|
}
|
|
else if (!commands.empty() && commands.back().second == "") {
|
|
// There are more than one command tags and the first tag did not have a label.
|
|
LOG(LogError)
|
|
<< "Missing mandatory label attribute for alternative emulator "
|
|
"entry, only the first command tag will be processed for system \""
|
|
<< name << "\"";
|
|
break;
|
|
}
|
|
commands.push_back(
|
|
std::make_pair(entry.text().get(), entry.attribute("label").as_string()));
|
|
}
|
|
|
|
// Platform ID list
|
|
const std::string platformList =
|
|
Utils::String::toLower(system.child("platform").text().get());
|
|
|
|
if (platformList == "") {
|
|
LOG(LogWarning) << "No platform defined for system \"" << name
|
|
<< "\", scraper searches will be inaccurate";
|
|
}
|
|
|
|
std::vector<std::string> platformStrs = readList(platformList);
|
|
std::vector<PlatformIds::PlatformId> platformIds;
|
|
for (auto it = platformStrs.cbegin(); it != platformStrs.cend(); ++it) {
|
|
std::string str = *it;
|
|
PlatformIds::PlatformId platformId = PlatformIds::getPlatformId(str);
|
|
|
|
if (platformId == PlatformIds::PLATFORM_IGNORE) {
|
|
// When platform is PLATFORM_IGNORE, do not allow other platforms.
|
|
platformIds.clear();
|
|
platformIds.push_back(platformId);
|
|
break;
|
|
}
|
|
|
|
// If there's a platform entry defined but it does not match the list of supported
|
|
// platforms, then generate a warning.
|
|
if (str != "" && platformId == PlatformIds::PLATFORM_UNKNOWN)
|
|
LOG(LogWarning) << "Unknown platform \"" << str << "\" defined for system \""
|
|
<< name << "\", scraper searches will be inaccurate";
|
|
else if (platformId != PlatformIds::PLATFORM_UNKNOWN)
|
|
platformIds.push_back(platformId);
|
|
}
|
|
|
|
// Theme folder.
|
|
themeFolder = system.child("theme").text().as_string(name.c_str());
|
|
|
|
// Validate.
|
|
|
|
if (name.empty()) {
|
|
LOG(LogError)
|
|
<< "A system in the es_systems.xml file has no name defined, skipping entry";
|
|
continue;
|
|
}
|
|
else if (fullname.empty() || path.empty() || extensions.empty() || commands.empty()) {
|
|
LOG(LogError) << "System \"" << name
|
|
<< "\" is missing the fullname, path, "
|
|
"extension, or command tag, skipping entry";
|
|
continue;
|
|
}
|
|
|
|
if (sortName == "") {
|
|
sortName = fullname;
|
|
}
|
|
else {
|
|
LOG(LogDebug) << "SystemData::loadConfig(): System \"" << name
|
|
<< "\" has a <systemsortname> tag set, sorting as \"" << sortName
|
|
<< "\" instead of \"" << fullname << "\"";
|
|
}
|
|
|
|
// Convert path to generic directory seperators.
|
|
path = Utils::FileSystem::getGenericPath(path);
|
|
|
|
#if defined(_WIN64)
|
|
if (!Settings::getInstance()->getBool("ShowHiddenFiles") &&
|
|
Utils::FileSystem::isHidden(path)) {
|
|
LOG(LogWarning) << "Skipping hidden ROM folder \"" << path << "\"";
|
|
continue;
|
|
}
|
|
#endif
|
|
|
|
// Create the system runtime environment data.
|
|
SystemEnvironmentData* envData = new SystemEnvironmentData;
|
|
envData->mStartPath = path;
|
|
envData->mSearchExtensions = extensions;
|
|
envData->mLaunchCommands = commands;
|
|
envData->mPlatformIds = platformIds;
|
|
|
|
SystemData* newSys = new SystemData(name, fullname, sortName, envData, themeFolder);
|
|
bool onlyHidden = false;
|
|
|
|
// If the option to show hidden games has been disabled, then check whether all
|
|
// games for the system are hidden. That will flag the system as empty.
|
|
if (!Settings::getInstance()->getBool("ShowHiddenGames")) {
|
|
std::vector<FileData*> recursiveGames =
|
|
newSys->getRootFolder()->getChildrenRecursive();
|
|
onlyHidden = true;
|
|
for (auto it = recursiveGames.cbegin(); it != recursiveGames.cend(); ++it) {
|
|
if ((*it)->getType() != FOLDER) {
|
|
onlyHidden = (*it)->getHidden();
|
|
if (!onlyHidden)
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (newSys->getRootFolder()->getChildrenByFilename().size() == 0 || onlyHidden) {
|
|
LOG(LogDebug) << "SystemData::loadConfig(): Skipping system \"" << name
|
|
<< "\" as no files matched any of the defined file extensions";
|
|
delete newSys;
|
|
}
|
|
else {
|
|
sSystemVector.push_back(newSys);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Sort systems by sortName, which will normally be the same as the full name.
|
|
std::sort(std::begin(sSystemVector), std::end(sSystemVector),
|
|
[](SystemData* a, SystemData* b) { return a->getSortName() < b->getSortName(); });
|
|
|
|
// Don't load any collections if there are no systems available.
|
|
if (sSystemVector.size() > 0)
|
|
CollectionSystemsManager::getInstance()->loadCollectionSystems();
|
|
|
|
return false;
|
|
}
|
|
|
|
std::string SystemData::getLaunchCommandFromLabel(const std::string& label)
|
|
{
|
|
auto commandIter = std::find_if(
|
|
mEnvData->mLaunchCommands.cbegin(), mEnvData->mLaunchCommands.cend(),
|
|
[label](std::pair<std::string, std::string> command) { return (command.second == label); });
|
|
|
|
if (commandIter != mEnvData->mLaunchCommands.cend())
|
|
return (*commandIter).first;
|
|
|
|
return "";
|
|
}
|
|
|
|
void SystemData::deleteSystems()
|
|
{
|
|
for (unsigned int i = 0; i < sSystemVector.size(); ++i)
|
|
delete sSystemVector.at(i);
|
|
|
|
sSystemVector.clear();
|
|
}
|
|
|
|
std::vector<std::string> SystemData::getConfigPath(bool legacyWarning)
|
|
{
|
|
std::vector<std::string> paths;
|
|
|
|
if (legacyWarning) {
|
|
std::string legacyConfigFile =
|
|
Utils::FileSystem::getHomePath() + "/.emulationstation/es_systems.cfg";
|
|
|
|
if (Utils::FileSystem::exists(legacyConfigFile)) {
|
|
LOG(LogInfo) << "Found legacy systems configuration file \"" << legacyConfigFile
|
|
<< "\", to retain your customizations move it to "
|
|
"\"custom_systems/es_systems.xml\" or otherwise delete the file";
|
|
}
|
|
}
|
|
|
|
std::string customSystemsDirectory =
|
|
Utils::FileSystem::getHomePath() + "/.emulationstation/custom_systems";
|
|
|
|
if (!Utils::FileSystem::exists(customSystemsDirectory)) {
|
|
LOG(LogInfo) << "Creating custom systems directory \"" << customSystemsDirectory << "\"...";
|
|
Utils::FileSystem::createDirectory(customSystemsDirectory);
|
|
if (!Utils::FileSystem::exists(customSystemsDirectory)) {
|
|
LOG(LogError) << "Couldn't create directory, permission problems?";
|
|
}
|
|
}
|
|
|
|
std::string path = customSystemsDirectory + "/es_systems.xml";
|
|
|
|
if (Utils::FileSystem::exists(path)) {
|
|
LOG(LogInfo) << "Found custom systems configuration file";
|
|
paths.push_back(path);
|
|
}
|
|
|
|
#if defined(_WIN64)
|
|
path = ResourceManager::getInstance().getResourcePath(":/systems/windows/es_systems.xml", true);
|
|
#elif defined(__APPLE__)
|
|
path = ResourceManager::getInstance().getResourcePath(":/systems/macos/es_systems.xml", true);
|
|
#else
|
|
path = ResourceManager::getInstance().getResourcePath(":/systems/unix/es_systems.xml", true);
|
|
#endif
|
|
|
|
paths.push_back(path);
|
|
return paths;
|
|
}
|
|
|
|
bool SystemData::createSystemDirectories()
|
|
{
|
|
std::vector<std::string> configPaths = getConfigPath(true);
|
|
const std::string rompath = FileData::getROMDirectory();
|
|
|
|
bool onlyProcessCustomFile = false;
|
|
|
|
LOG(LogInfo) << "Generating ROM directory structure...";
|
|
|
|
if (Utils::FileSystem::exists(rompath) && Utils::FileSystem::isRegularFile(rompath)) {
|
|
LOG(LogError) << "Requested ROM directory \"" << rompath
|
|
<< "\" is actually a file, aborting";
|
|
return true;
|
|
}
|
|
|
|
if (!Utils::FileSystem::exists(rompath)) {
|
|
LOG(LogInfo) << "Creating base ROM directory \"" << rompath << "\"...";
|
|
if (!Utils::FileSystem::createDirectory(rompath)) {
|
|
LOG(LogError) << "Couldn't create directory, permission problems or disk full?";
|
|
return true;
|
|
}
|
|
}
|
|
else {
|
|
LOG(LogInfo) << "Base ROM directory \"" << rompath << "\" already exists";
|
|
}
|
|
|
|
if (configPaths.size() > 1) {
|
|
// If the loadExclusive tag is present in the custom es_systems.xml file, then skip
|
|
// processing of the bundled configuration file.
|
|
pugi::xml_document doc;
|
|
#if defined(_WIN64)
|
|
pugi::xml_parse_result res =
|
|
doc.load_file(Utils::String::stringToWideString(configPaths.front()).c_str());
|
|
#else
|
|
pugi::xml_parse_result res = doc.load_file(configPaths.front().c_str());
|
|
#endif
|
|
if (res) {
|
|
pugi::xml_node loadExclusive = doc.child("loadExclusive");
|
|
if (loadExclusive)
|
|
onlyProcessCustomFile = true;
|
|
}
|
|
}
|
|
|
|
// Process the custom es_systems.xml file after the bundled file, as any systems with identical
|
|
// <path> tags will be overwritten by the last occurrence.
|
|
std::reverse(configPaths.begin(), configPaths.end());
|
|
|
|
std::vector<std::pair<std::string, std::string>> systemsVector;
|
|
|
|
for (auto configPath : configPaths) {
|
|
// If the loadExclusive tag is present.
|
|
if (onlyProcessCustomFile && configPath == configPaths.front())
|
|
continue;
|
|
|
|
LOG(LogInfo) << "Parsing systems configuration file \"" << configPath << "\"...";
|
|
|
|
pugi::xml_document doc;
|
|
#if defined(_WIN64)
|
|
pugi::xml_parse_result res =
|
|
doc.load_file(Utils::String::stringToWideString(configPath).c_str());
|
|
#else
|
|
pugi::xml_parse_result res = doc.load_file(configPath.c_str());
|
|
#endif
|
|
|
|
if (!res) {
|
|
LOG(LogError) << "Couldn't parse es_systems.xml";
|
|
LOG(LogError) << res.description();
|
|
return true;
|
|
}
|
|
|
|
// Actually read the file.
|
|
pugi::xml_node systemList = doc.child("systemList");
|
|
|
|
if (!systemList) {
|
|
LOG(LogError) << "es_systems.xml is missing the <systemList> tag";
|
|
return true;
|
|
}
|
|
|
|
for (pugi::xml_node system = systemList.child("system"); system;
|
|
system = system.next_sibling("system")) {
|
|
std::string systemDir;
|
|
std::string name;
|
|
std::string fullname;
|
|
std::string path;
|
|
std::string extensions;
|
|
std::vector<std::string> commands;
|
|
std::string platform;
|
|
std::string themeFolder;
|
|
const std::string systemInfoFileName = "/systeminfo.txt";
|
|
bool replaceInfoFile = false;
|
|
std::ofstream systemInfoFile;
|
|
|
|
name = system.child("name").text().get();
|
|
fullname = system.child("fullname").text().get();
|
|
path = system.child("path").text().get();
|
|
extensions = system.child("extension").text().get();
|
|
for (pugi::xml_node entry = system.child("command"); entry;
|
|
entry = entry.next_sibling("command")) {
|
|
commands.push_back(entry.text().get());
|
|
}
|
|
platform = Utils::String::toLower(system.child("platform").text().get());
|
|
themeFolder = system.child("theme").text().as_string(name.c_str());
|
|
|
|
// Check that the %ROMPATH% variable is actually used for the path element.
|
|
// If not, skip the system.
|
|
if (path.find("%ROMPATH%") != 0) {
|
|
LOG(LogWarning) << "The path element for system \"" << name
|
|
<< "\" does not "
|
|
"utilize the %ROMPATH% variable, skipping entry";
|
|
continue;
|
|
}
|
|
else {
|
|
systemDir = path.substr(9, path.size() - 9);
|
|
}
|
|
|
|
// Trim any leading directory separator characters.
|
|
systemDir.erase(systemDir.begin(),
|
|
std::find_if(systemDir.begin(), systemDir.end(),
|
|
[](char c) { return c != '/' && c != '\\'; }));
|
|
|
|
if (!Utils::FileSystem::exists(rompath + systemDir)) {
|
|
if (!Utils::FileSystem::createDirectory(rompath + systemDir)) {
|
|
LOG(LogError) << "Couldn't create system directory \"" << systemDir
|
|
<< "\", permission problems or disk full?";
|
|
return true;
|
|
}
|
|
else {
|
|
LOG(LogInfo) << "Created system directory \"" << systemDir << "\"";
|
|
}
|
|
}
|
|
else {
|
|
LOG(LogInfo) << "System directory \"" << systemDir << "\" already exists";
|
|
}
|
|
|
|
if (Utils::FileSystem::exists(rompath + systemDir + systemInfoFileName))
|
|
replaceInfoFile = true;
|
|
else
|
|
replaceInfoFile = false;
|
|
|
|
if (replaceInfoFile) {
|
|
if (Utils::FileSystem::removeFile(rompath + systemDir + systemInfoFileName))
|
|
return true;
|
|
}
|
|
|
|
#if defined(_WIN64)
|
|
systemInfoFile.open(
|
|
Utils::String::stringToWideString(rompath + systemDir + systemInfoFileName)
|
|
.c_str());
|
|
#else
|
|
systemInfoFile.open(rompath + systemDir + systemInfoFileName);
|
|
#endif
|
|
|
|
if (systemInfoFile.fail()) {
|
|
LOG(LogError) << "Couldn't create system information file \""
|
|
<< rompath + systemDir + systemInfoFileName
|
|
<< "\", permission problems or disk full?";
|
|
systemInfoFile.close();
|
|
return true;
|
|
}
|
|
|
|
systemInfoFile << "System name:" << std::endl;
|
|
if (configPaths.size() != 1 && configPath == configPaths.back())
|
|
systemInfoFile << name << " (custom system)" << std::endl << std::endl;
|
|
else
|
|
systemInfoFile << name << std::endl << std::endl;
|
|
systemInfoFile << "Full system name:" << std::endl;
|
|
systemInfoFile << fullname << std::endl << std::endl;
|
|
systemInfoFile << "Supported file extensions:" << std::endl;
|
|
systemInfoFile << extensions << std::endl << std::endl;
|
|
systemInfoFile << "Launch command:" << std::endl;
|
|
systemInfoFile << commands.front() << std::endl << std::endl;
|
|
// Alternative emulator configuration entries.
|
|
if (commands.size() > 1) {
|
|
systemInfoFile << (commands.size() == 2 ? "Alternative launch command:" :
|
|
"Alternative launch commands:")
|
|
<< std::endl;
|
|
for (auto it = commands.cbegin() + 1; it != commands.cend(); ++it)
|
|
systemInfoFile << (*it) << std::endl;
|
|
systemInfoFile << std::endl;
|
|
}
|
|
systemInfoFile << "Platform (for scraping):" << std::endl;
|
|
systemInfoFile << platform << std::endl << std::endl;
|
|
systemInfoFile << "Theme folder:" << std::endl;
|
|
systemInfoFile << themeFolder << std::endl;
|
|
systemInfoFile.close();
|
|
|
|
auto systemIter = std::find_if(systemsVector.cbegin(), systemsVector.cend(),
|
|
[systemDir](std::pair<std::string, std::string> system) {
|
|
return system.first == systemDir;
|
|
});
|
|
|
|
if (systemIter != systemsVector.cend())
|
|
systemsVector.erase(systemIter);
|
|
|
|
if (configPaths.size() != 1 && configPath == configPaths.back())
|
|
systemsVector.push_back(std::make_pair(systemDir + " (custom system)", fullname));
|
|
else
|
|
systemsVector.push_back(std::make_pair(systemDir, fullname));
|
|
|
|
if (replaceInfoFile) {
|
|
LOG(LogInfo) << "Replaced existing system information file \""
|
|
<< rompath + systemDir + systemInfoFileName << "\"";
|
|
}
|
|
else {
|
|
LOG(LogInfo) << "Created system information file \""
|
|
<< rompath + systemDir + systemInfoFileName << "\"";
|
|
}
|
|
}
|
|
}
|
|
|
|
// Also generate a systems.txt file directly in the ROM directory root that contains the
|
|
// mappings between the system directory names and the full system names. This makes it
|
|
// easier for the users to identify the correct directories for their games.
|
|
if (!systemsVector.empty()) {
|
|
const std::string systemsFileName = "/systems.txt";
|
|
bool systemsFileSuccess = true;
|
|
|
|
if (Utils::FileSystem::exists(rompath + systemsFileName)) {
|
|
if (Utils::FileSystem::removeFile(rompath + systemsFileName))
|
|
systemsFileSuccess = false;
|
|
}
|
|
|
|
if (systemsFileSuccess) {
|
|
std::ofstream systemsFile;
|
|
#if defined(_WIN64)
|
|
systemsFile.open(Utils::String::stringToWideString(rompath + systemsFileName).c_str());
|
|
#else
|
|
systemsFile.open(rompath + systemsFileName);
|
|
#endif
|
|
if (systemsFile.fail()) {
|
|
systemsFileSuccess = false;
|
|
}
|
|
else {
|
|
std::sort(systemsVector.begin(), systemsVector.end());
|
|
for (auto systemEntry : systemsVector) {
|
|
systemsFile << systemEntry.first.append(": ").append(systemEntry.second)
|
|
<< std::endl;
|
|
}
|
|
systemsFile.close();
|
|
}
|
|
}
|
|
|
|
if (!systemsFileSuccess) {
|
|
LOG(LogWarning) << "System directories successfully created but couldn't create "
|
|
"the systems.txt file in the ROM directory root";
|
|
return false;
|
|
}
|
|
}
|
|
|
|
LOG(LogInfo) << "System directories successfully created";
|
|
return false;
|
|
}
|
|
|
|
const bool SystemData::isVisible() const
|
|
{
|
|
// This function doesn't make much sense at the moment; if a system does not have any
|
|
// games available, it will not be processed during startup and will as such not exist.
|
|
// In the future this function may be used for an option to hide specific systems, but
|
|
// for the time being all systems will always be visible.
|
|
return true;
|
|
}
|
|
|
|
SystemData* SystemData::getSystemByName(const std::string& systemName)
|
|
{
|
|
for (auto it : sSystemVector) {
|
|
if ((*it).getName() == systemName)
|
|
return it;
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
SystemData* SystemData::getNext() const
|
|
{
|
|
std::vector<SystemData*>::const_iterator it = getIterator();
|
|
|
|
// As we are starting in a valid gamelistview, this will
|
|
// always succeed, even if we have to come full circle.
|
|
do {
|
|
++it;
|
|
if (it == sSystemVector.cend())
|
|
it = sSystemVector.cbegin();
|
|
} while (!(*it)->isVisible());
|
|
|
|
return *it;
|
|
}
|
|
|
|
SystemData* SystemData::getPrev() const
|
|
{
|
|
std::vector<SystemData*>::const_reverse_iterator it = getRevIterator();
|
|
|
|
// As we are starting in a valid gamelistview, this will
|
|
// always succeed, even if we have to come full circle.
|
|
do {
|
|
++it;
|
|
if (it == sSystemVector.crend())
|
|
it = sSystemVector.crbegin();
|
|
} while (!(*it)->isVisible());
|
|
|
|
return *it;
|
|
}
|
|
|
|
std::string SystemData::getGamelistPath(bool forWrite) const
|
|
{
|
|
std::string filePath;
|
|
|
|
filePath = mRootFolder->getPath() + "/gamelist.xml";
|
|
if (Utils::FileSystem::exists(filePath))
|
|
return filePath;
|
|
|
|
filePath = Utils::FileSystem::getHomePath() + "/.emulationstation/gamelists/" + mName +
|
|
"/gamelist.xml";
|
|
|
|
// Make sure the directory exists if we're going to write to it,
|
|
// or crashes will happen.
|
|
if (forWrite)
|
|
Utils::FileSystem::createDirectory(Utils::FileSystem::getParent(filePath));
|
|
if (forWrite || Utils::FileSystem::exists(filePath))
|
|
return filePath;
|
|
|
|
return "";
|
|
}
|
|
|
|
std::string SystemData::getThemePath() const
|
|
{
|
|
// Locations where we check for themes, in the following order:
|
|
// 1. [SYSTEM_PATH]/theme.xml
|
|
// 2. System theme from currently selected theme set [CURRENT_THEME_PATH]/[SYSTEM]/theme.xml
|
|
// 3. Default system theme from currently selected theme set [CURRENT_THEME_PATH]/theme.xml
|
|
|
|
// First, check game folder.
|
|
std::string localThemePath = mRootFolder->getPath() + "/theme.xml";
|
|
if (Utils::FileSystem::exists(localThemePath))
|
|
return localThemePath;
|
|
|
|
// Not in game folder, try system theme in theme sets.
|
|
localThemePath = ThemeData::getThemeFromCurrentSet(mThemeFolder);
|
|
|
|
if (Utils::FileSystem::exists(localThemePath))
|
|
return localThemePath;
|
|
|
|
// Not system theme, try default system theme in theme set.
|
|
localThemePath =
|
|
Utils::FileSystem::getParent(Utils::FileSystem::getParent(localThemePath)) + "/theme.xml";
|
|
|
|
return localThemePath;
|
|
}
|
|
|
|
SystemData* SystemData::getRandomSystem(const SystemData* currentSystem)
|
|
{
|
|
unsigned int total = 0;
|
|
for (auto it = sSystemVector.cbegin(); it != sSystemVector.cend(); ++it) {
|
|
if ((*it)->isGameSystem())
|
|
++total;
|
|
}
|
|
|
|
if (total < 2)
|
|
return nullptr;
|
|
|
|
SystemData* randomSystem = nullptr;
|
|
|
|
do {
|
|
// Get a random number in range.
|
|
std::random_device randDev;
|
|
// Mersenne Twister pseudorandom number generator.
|
|
std::mt19937 engine{randDev()};
|
|
std::uniform_int_distribution<int> uniform_dist(0, total - 1);
|
|
int target = uniform_dist(engine);
|
|
|
|
for (auto it = sSystemVector.cbegin(); it != sSystemVector.cend(); ++it) {
|
|
if ((*it)->isGameSystem()) {
|
|
if (target > 0) {
|
|
--target;
|
|
}
|
|
else {
|
|
randomSystem = (*it);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
} while (randomSystem == currentSystem);
|
|
|
|
return randomSystem;
|
|
}
|
|
|
|
FileData* SystemData::getRandomGame(const FileData* currentGame)
|
|
{
|
|
std::vector<FileData*> gameList;
|
|
bool onlyFolders = false;
|
|
bool hasFolders = false;
|
|
|
|
// If we're in the custom collection group list, then get the list of collections,
|
|
// otherwise get a list of all the folder and file entries in the view.
|
|
if (currentGame && currentGame->getType() == FOLDER &&
|
|
currentGame->getSystem()->isGroupedCustomCollection()) {
|
|
gameList = mRootFolder->getParent()->getChildrenListToDisplay();
|
|
}
|
|
else {
|
|
gameList = ViewController::getInstance()
|
|
->getGameListView(mRootFolder->getSystem())
|
|
.get()
|
|
->getCursor()
|
|
->getParent()
|
|
->getChildrenListToDisplay();
|
|
}
|
|
|
|
if (gameList.size() > 0 && gameList.front()->getParent()->getOnlyFoldersFlag())
|
|
onlyFolders = true;
|
|
|
|
if (gameList.size() > 0 && gameList.front()->getParent()->getHasFoldersFlag())
|
|
hasFolders = true;
|
|
|
|
// If this is a mixed view of folders and files, then remove all the folder entries
|
|
// as we want to exclude them from the random selection.
|
|
if (!onlyFolders && hasFolders) {
|
|
unsigned int i = 0;
|
|
do {
|
|
if (gameList[i]->getType() == FOLDER)
|
|
gameList.erase(gameList.begin() + i);
|
|
else
|
|
++i;
|
|
} while (i < gameList.size());
|
|
}
|
|
|
|
if (!currentGame && gameList.size() == 1)
|
|
return gameList.front();
|
|
|
|
// If there is only one folder and one file in the list, then return the file.
|
|
if (!onlyFolders && hasFolders && gameList.size() == 1)
|
|
return gameList.front();
|
|
|
|
if (currentGame && currentGame->getType() == PLACEHOLDER)
|
|
return nullptr;
|
|
|
|
unsigned int total = static_cast<int>(gameList.size());
|
|
int target = 0;
|
|
|
|
if (total < 2)
|
|
return nullptr;
|
|
|
|
do {
|
|
// Get a random number in range.
|
|
std::random_device randDev;
|
|
// Mersenne Twister pseudorandom number generator.
|
|
std::mt19937 engine{randDev()};
|
|
std::uniform_int_distribution<int> uniform_dist(0, total - 1);
|
|
target = uniform_dist(engine);
|
|
} while (currentGame && gameList.at(target) == currentGame);
|
|
|
|
return gameList.at(target);
|
|
}
|
|
|
|
void SystemData::sortSystem(bool reloadGamelist, bool jumpToFirstRow)
|
|
{
|
|
if (getName() == "recent")
|
|
return;
|
|
|
|
bool favoritesSorting;
|
|
|
|
if (this->isCustomCollection() ||
|
|
(this->isCollection() && this->getFullName() == "collections")) {
|
|
favoritesSorting = Settings::getInstance()->getBool("FavFirstCustom");
|
|
}
|
|
else {
|
|
favoritesSorting = Settings::getInstance()->getBool("FavoritesFirst");
|
|
}
|
|
|
|
FileData* rootFolder = getRootFolder();
|
|
// Assign the sort type to all grouped custom collections.
|
|
if (mIsCollectionSystem && mFullName == "collections") {
|
|
for (auto it = rootFolder->getChildren().begin(); // Line break.
|
|
it != rootFolder->getChildren().end(); ++it) {
|
|
setupSystemSortType((*it)->getSystem()->getRootFolder());
|
|
}
|
|
}
|
|
setupSystemSortType(rootFolder);
|
|
|
|
rootFolder->sort(rootFolder->getSortTypeFromString(rootFolder->getSortTypeString()),
|
|
favoritesSorting);
|
|
|
|
if (reloadGamelist)
|
|
ViewController::getInstance()->reloadGameListView(this, false);
|
|
|
|
if (jumpToFirstRow) {
|
|
IGameListView* gameList = ViewController::getInstance()->getGameListView(this).get();
|
|
gameList->setCursor(gameList->getFirstEntry());
|
|
}
|
|
}
|
|
|
|
std::pair<unsigned int, unsigned int> SystemData::getDisplayedGameCount() const
|
|
{
|
|
// Return all games for the system which are marked as 'countasgame'. As this flag is set
|
|
// by default, normally most games will be included in the number returned from here.
|
|
// The actual game counting takes place in FileData during sorting.
|
|
return mRootFolder->getGameCount();
|
|
}
|
|
|
|
void SystemData::loadTheme()
|
|
{
|
|
mTheme = std::make_shared<ThemeData>();
|
|
|
|
std::string path = getThemePath();
|
|
|
|
if (!Utils::FileSystem::exists(path)) // No theme available for this platform.
|
|
return;
|
|
|
|
try {
|
|
// Build map with system variables for theme to use.
|
|
std::map<std::string, std::string> sysData;
|
|
sysData.insert(std::pair<std::string, std::string>("system.name", getName()));
|
|
sysData.insert(std::pair<std::string, std::string>("system.theme", getThemeFolder()));
|
|
sysData.insert(std::pair<std::string, std::string>("system.fullName", getFullName()));
|
|
|
|
mTheme->loadFile(sysData, path);
|
|
}
|
|
catch (ThemeException& e) {
|
|
LOG(LogError) << e.what();
|
|
mTheme = std::make_shared<ThemeData>(); // Reset to empty.
|
|
}
|
|
}
|
|
|
|
void SystemData::writeMetaData()
|
|
{
|
|
if (Settings::getInstance()->getBool("IgnoreGamelist") || mIsCollectionSystem)
|
|
return;
|
|
|
|
// Save changed game data back to xml.
|
|
updateGamelist(this);
|
|
}
|
|
|
|
void SystemData::onMetaDataSavePoint()
|
|
{
|
|
if (Settings::getInstance()->getString("SaveGamelistsMode") != "always")
|
|
return;
|
|
|
|
writeMetaData();
|
|
}
|
|
|
|
void SystemData::setupSystemSortType(FileData* rootFolder)
|
|
{
|
|
// If DefaultSortOrder is set to something, check that it is actually a valid value.
|
|
if (Settings::getInstance()->getString("DefaultSortOrder") != "") {
|
|
for (unsigned int i = 0; i < FileSorts::SortTypes.size(); ++i) {
|
|
if (FileSorts::SortTypes.at(i).description ==
|
|
Settings::getInstance()->getString("DefaultSortOrder")) {
|
|
rootFolder->setSortTypeString(
|
|
Settings::getInstance()->getString("DefaultSortOrder"));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
// If no valid sort type was defined in the configuration file, set to default sorting.
|
|
if (rootFolder->getSortTypeString() == "")
|
|
rootFolder->setSortTypeString(
|
|
Settings::getInstance()->getDefaultString("DefaultSortOrder"));
|
|
}
|