ES-DE/es-app/src/CollectionSystemsManager.cpp
2022-01-29 18:16:30 +01:00

1473 lines
62 KiB
C++

// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// CollectionSystemsManager.cpp
//
// Manages collections of the following two types:
// 1) Automatically populated (All games, Favorites and Recent/Last Played)
// 2) Custom/user-created (could be any number of these)
//
// The automatic collections are basically virtual systems that have no
// gamelist.xml files and that only exist in memory during the program session.
// SystemData sets up the basic data structures and CollectionSystemsManager
// populates and manages the collections.
//
// The custom collections have simple data files which are just lists of ROM files.
//
// In addition to this, CollectionSystemsManager also handles some logic for
// normal systems such as adding and removing favorite games, including triggering
// the required re-sort and refresh of the gamelists.
//
#include "CollectionSystemsManager.h"
#include "FileData.h"
#include "FileFilterIndex.h"
#include "Log.h"
#include "Settings.h"
#include "SystemData.h"
#include "ThemeData.h"
#include "UIModeController.h"
#include "Window.h"
#include "utils/FileSystemUtil.h"
#include "utils/StringUtil.h"
#include "utils/TimeUtil.h"
#include "views/GamelistView.h"
#include "views/ViewController.h"
#include <fstream>
#include <pugixml.hpp>
#include <random>
#define LAST_PLAYED_MAX 50
CollectionSystemsManager::CollectionSystemsManager() noexcept
: mWindow {Window::getInstance()}
{
// clang-format off
CollectionSystemDecl systemDecls[] {
// Type Name Long name Theme folder isCustom
{AUTO_ALL_GAMES, "all", "all games", "auto-allgames", false},
{AUTO_LAST_PLAYED, "recent", "last played", "auto-lastplayed", false},
{AUTO_FAVORITES, "favorites", "favorites", "auto-favorites", false},
{CUSTOM_COLLECTION, myCollectionsName, "collections", "custom-collections", true }
};
// clang-format on
// Create a map of the collections.
std::vector<CollectionSystemDecl> tempSystemDecl {std::vector<CollectionSystemDecl>(
systemDecls, systemDecls + sizeof(systemDecls) / sizeof(systemDecls[0]))};
for (std::vector<CollectionSystemDecl>::const_iterator it = tempSystemDecl.cbegin();
it != tempSystemDecl.cend(); ++it)
mCollectionSystemDeclsIndex[(*it).name] = (*it);
// Setup the standard environment.
mCollectionEnvData = new SystemEnvironmentData;
mCollectionEnvData->mStartPath = "";
std::vector<std::string> exts;
mCollectionEnvData->mSearchExtensions = exts;
std::vector<std::pair<std::string, std::string>> commands;
mCollectionEnvData->mLaunchCommands = commands;
std::vector<PlatformIds::PlatformId> allPlatformIds;
allPlatformIds.push_back(PlatformIds::PLATFORM_IGNORE);
mCollectionEnvData->mPlatformIds = allPlatformIds;
std::string path = getCollectionsFolder();
if (!Utils::FileSystem::exists(path))
Utils::FileSystem::createDirectory(path);
mIsEditingCustom = false;
mHasEnabledCustomCollection = false;
mEditingCollection = "Favorites";
mEditingCollectionSystemData = nullptr;
mCustomCollectionsBundle = nullptr;
}
CollectionSystemsManager* CollectionSystemsManager::getInstance()
{
static CollectionSystemsManager instance;
return &instance;
}
void CollectionSystemsManager::deinit()
{
// Don't attempt to remove any collections if no systems exist.
if (SystemData::sSystemVector.size() > 0) {
removeCollectionsFromDisplayedSystems();
// Delete all custom collections.
for (std::map<std::string, CollectionSystemData, stringComparator>::const_iterator it =
mCustomCollectionSystemsData.cbegin();
it != mCustomCollectionSystemsData.cend(); ++it)
delete it->second.system;
// Delete the custom collections bundle.
if (mCustomCollectionsBundle)
delete mCustomCollectionsBundle;
// Delete the auto collections systems.
for (auto it = mAutoCollectionSystemsData.cbegin(); // Line break.
it != mAutoCollectionSystemsData.cend(); ++it)
delete (*it).second.system;
}
delete mCollectionEnvData;
}
void CollectionSystemsManager::saveCustomCollection(SystemData* sys)
{
const std::string rompath = FileData::getROMDirectory();
std::string name = sys->getName();
std::unordered_map<std::string, FileData*> games =
sys->getRootFolder()->getChildrenByFilename();
bool found = mCustomCollectionSystemsData.find(name) != mCustomCollectionSystemsData.cend();
if (found) {
CollectionSystemData sysData = mCustomCollectionSystemsData.at(name);
// Read back any entries from the configuration file for game files that are
// currently missing, and combine them with the active content. If we wouldn't do
// this, they would be purged from the collection. Maybe a directory has been
// temporarily moved or the files are not reachable for whatever reason. It would
// be incredibly annoying to have entries purged from the collection in such
// instances. Using the logic below, the handling of custom collections corresponds
// to the handling of gamelist.xml files, i.e. it's up to the user to make a
// conscious decision of what entries to remove.
std::vector<std::string> fileGameEntries;
std::vector<std::string> activeGameEntries;
std::ifstream configFileIn;
std::ofstream configFileOut;
#if defined(_WIN64)
configFileIn.open(
Utils::String::stringToWideString(getCustomCollectionConfigPath(name)).c_str());
#else
configFileIn.open(getCustomCollectionConfigPath(name));
#endif
for (std::string gameEntry; getline(configFileIn, gameEntry);) {
std::string gamePath = Utils::String::replace(gameEntry, "%ROMPATH%", rompath);
gamePath = Utils::String::replace(gamePath, "//", "/");
// Only add the entry if it's not a regular file or a symlink, in other words
// only add missing files.
if (!Utils::FileSystem::isRegularFile(gamePath) &&
!Utils::FileSystem::isSymlink(gamePath))
fileGameEntries.push_back(gameEntry);
}
configFileIn.close();
for (std::unordered_map<std::string, FileData*>::const_iterator it = games.cbegin();
it != games.cend(); ++it) {
std::string path = it->first;
// If the ROM path of the game begins with the path from the setting
// ROMDirectory (or the default ROM directory), then replace it with %ROMPATH%.
if (path.find(rompath) == 0)
path.replace(0, rompath.size(), "%ROMPATH%/");
activeGameEntries.push_back(path);
}
fileGameEntries.insert(fileGameEntries.cend(), activeGameEntries.cbegin(),
activeGameEntries.cend());
std::sort(fileGameEntries.begin(), fileGameEntries.end());
auto last = std::unique(fileGameEntries.begin(), fileGameEntries.end());
fileGameEntries.erase(last, fileGameEntries.end());
#if defined(_WIN64)
configFileOut.open(
Utils::String::stringToWideString(getCustomCollectionConfigPath(name)).c_str());
#else
configFileOut.open(getCustomCollectionConfigPath(name));
#endif
for (auto it = fileGameEntries.cbegin(); it != fileGameEntries.cend(); ++it)
configFileOut << (*it) << std::endl;
configFileOut.close();
}
else {
LOG(LogError) << "Couldn't find collection to save: " << name;
}
}
void CollectionSystemsManager::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();
}
}
void CollectionSystemsManager::loadEnabledListFromSettings()
{
// We parse the auto collection settings list.
std::vector<std::string> autoSelected = Utils::String::delimitedStringToVector(
Settings::getInstance()->getString("CollectionSystemsAuto"), ",", true);
// Iterate the map.
for (std::map<std::string, CollectionSystemData, stringComparator>::iterator it =
mAutoCollectionSystemsData.begin();
it != mAutoCollectionSystemsData.end(); ++it) {
it->second.isEnabled = (std::find(autoSelected.cbegin(), autoSelected.cend(), it->first) !=
autoSelected.cend());
}
mHasEnabledCustomCollection = false;
// Parse the custom collection settings list.
std::vector<std::string> customSelected = Utils::String::delimitedStringToVector(
Settings::getInstance()->getString("CollectionSystemsCustom"), ",", true);
// Iterate the map.
for (std::map<std::string, CollectionSystemData, stringComparator>::iterator it =
mCustomCollectionSystemsData.begin();
it != mCustomCollectionSystemsData.end(); ++it) {
it->second.isEnabled = (std::find(customSelected.cbegin(), customSelected.cend(),
it->first) != customSelected.cend());
if (it->second.isEnabled)
mHasEnabledCustomCollection = true;
}
}
void CollectionSystemsManager::updateSystemsList()
{
// Remove all collection systems.
removeCollectionsFromDisplayedSystems();
// Add custom enabled collections.
addEnabledCollectionsToDisplayedSystems(&mCustomCollectionSystemsData);
// Don't sort bundled collections unless at least one collection is enabled.
if (!mIsEditingCustom && mHasEnabledCustomCollection) {
FileData* rootFolder = mCustomCollectionsBundle->getRootFolder();
// Sort the bundled custom collections.
if (rootFolder->getChildren().size() > 0) {
rootFolder->sort(rootFolder->getSortTypeFromString(rootFolder->getSortTypeString()),
Settings::getInstance()->getBool("FavFirstCustom"));
SystemData::sSystemVector.push_back(mCustomCollectionsBundle);
}
}
// Add auto enabled collections.
addEnabledCollectionsToDisplayedSystems(&mAutoCollectionSystemsData);
// Create views for collections, before reload.
for (auto sysIt = SystemData::sSystemVector.cbegin(); // Line break.
sysIt != SystemData::sSystemVector.cend(); ++sysIt) {
if ((*sysIt)->isCollection())
ViewController::getInstance()->getGamelistView((*sysIt));
}
// If we were editing a custom collection, and it's no longer enabled, exit edit mode.
if (mIsEditingCustom && !mEditingCollectionSystemData->isEnabled) {
exitEditMode();
}
}
void CollectionSystemsManager::refreshCollectionSystems(FileData* file,
bool refreshDisabledAutoCollections)
{
if (!file->getSystem()->isGameSystem() || file->getType() != GAME)
return;
// If not a collection but rather a real system, then pretend to be a
// collection in order to be properly processed by updateCollectionSystem().
// It's seemingly a bit strange, but without rewriting a lot of code for how
// systems and collections are handled, it's likely the best approach.
if (!file->getSystem()->isCollection()) {
CollectionSystemData realSys;
realSys.system = file->getSystem();
realSys.isEnabled = true;
realSys.isPopulated = true;
realSys.decl.isCustom = false;
updateCollectionSystem(file, realSys);
}
std::map<std::string, CollectionSystemData> allCollections;
allCollections.insert(mAutoCollectionSystemsData.cbegin(), mAutoCollectionSystemsData.cend());
allCollections.insert(mCustomCollectionSystemsData.cbegin(),
mCustomCollectionSystemsData.cend());
for (auto sysDataIt = allCollections.cbegin(); // Line break.
sysDataIt != allCollections.cend(); ++sysDataIt) {
if (sysDataIt->second.isEnabled || (refreshDisabledAutoCollections &&
!sysDataIt->second.system->isGroupedCustomCollection()))
updateCollectionSystem(file, sysDataIt->second);
}
}
void CollectionSystemsManager::updateCollectionSystem(FileData* file, CollectionSystemData sysData)
{
if (sysData.isPopulated) {
// Skip all custom collections where the game does not exist.
if (sysData.decl.isCustom) {
if (!inCustomCollection(sysData.system->getFullName(), file))
return;
}
// Collection files use the full path as key, to avoid clashes.
std::string key = file->getFullPath();
SystemData* curSys = sysData.system;
bool mFavoritesSorting = false;
// Read the applicable favorite sorting setting depending on whether the
// system is a custom collection or not.
if (sysData.decl.isCustom)
mFavoritesSorting = Settings::getInstance()->getBool("FavFirstCustom");
else
mFavoritesSorting = Settings::getInstance()->getBool("FavoritesFirst");
const std::unordered_map<std::string, FileData*>& 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 it from the index, so we can re-index the metadata after refreshing.
fileIndex->removeFromIndex(collectionEntry);
collectionEntry->refreshMetadata();
// Found it, and we are removing it.
if (name == "favorites" && file->metadata.get("favorite") == "false") {
// Need to check if it is still marked as favorite, if not remove it.
ViewController::getInstance()->getGamelistView(curSys).get()->remove(
collectionEntry, false);
}
else if (name == "recent" && file->metadata.get("lastplayed") == "0") {
// If lastplayed is set to 0 it means the entry has been cleared, and the
// game should therefore be removed.
ViewController::getInstance()->getGamelistView(curSys).get()->remove(
collectionEntry, false);
ViewController::getInstance()->onFileChanged(rootFolder, true);
}
else if (curSys->isCollection() && !file->getCountAsGame()) {
// If the countasgame flag has been set to false, then remove the game.
if (curSys->isGroupedCustomCollection()) {
ViewController::getInstance()
->getGamelistView(curSys->getRootFolder()->getParent()->getSystem())
.get()
->remove(collectionEntry, false);
FileData* parentRootFolder =
rootFolder->getParent()->getSystem()->getRootFolder();
parentRootFolder->sort(parentRootFolder->getSortTypeFromString(
parentRootFolder->getSortTypeString()),
mFavoritesSorting);
mWindow->queueInfoPopup(
"DISABLED '" +
Utils::String::toUpper(
Utils::String::removeParenthesis(file->getName())) +
"' IN '" + Utils::String::toUpper(sysData.system->getName()) + "'",
4000);
}
else {
ViewController::getInstance()->getGamelistView(curSys).get()->remove(
collectionEntry, false);
}
rootFolder->sort(rootFolder->getSortTypeFromString(rootFolder->getSortTypeString()),
mFavoritesSorting);
}
else {
// Re-index with new metadata.
fileIndex->addToIndex(collectionEntry);
ViewController::getInstance()->onFileChanged(collectionEntry, true);
}
}
else {
bool addGame = false;
// We didn't find the entry in the collection, so we need to check if we should add it.
if ((name == "recent" && file->metadata.get("playcount") > "0" &&
file->getCountAsGame() && includeFileInAutoCollections(file)) ||
(name == "favorites" && file->metadata.get("favorite") == "true" &&
file->getCountAsGame())) {
addGame = true;
}
else if (name == "all" && file->getCountAsGame()) {
addGame = true;
}
if (addGame) {
CollectionFileData* newGame = new CollectionFileData(file, curSys);
rootFolder->addChild(newGame);
fileIndex->addToIndex(newGame);
ViewController::getInstance()->getGamelistView(curSys)->onFileChanged(newGame,
true);
}
}
if (name == "recent") {
rootFolder->sort(rootFolder->getSortTypeFromString("last played, ascending"));
}
else if (sysData.decl.isCustom &&
!Settings::getInstance()->getBool("UseCustomCollectionsSystem")) {
rootFolder->sort(rootFolder->getSortTypeFromString(rootFolder->getSortTypeString()),
mFavoritesSorting);
}
// If the game doesn't exist in the current system and it's a custom
// collection, then skip the sorting.
else if (sysData.decl.isCustom && children.find(file->getFullPath()) != children.cend()) {
// For custom collections, depending on whether the collection is grouped or not,
// update either only the actual system or both the actual system and its parent.
if (rootFolder->getSystem()->isGroupedCustomCollection()) {
rootFolder->getParent()->sort(rootFolder->getParent()->getSortTypeFromString(
rootFolder->getParent()->getSortTypeString()),
mFavoritesSorting);
rootFolder->sort(rootFolder->getSortTypeFromString(rootFolder->getSortTypeString()),
mFavoritesSorting);
}
else {
rootFolder->sort(rootFolder->getSortTypeFromString(rootFolder->getSortTypeString()),
mFavoritesSorting);
}
}
else if (!sysData.decl.isCustom) {
rootFolder->sort(rootFolder->getSortTypeFromString(rootFolder->getSortTypeString()),
mFavoritesSorting);
}
if (name == "recent") {
trimCollectionCount(rootFolder, LAST_PLAYED_MAX);
ViewController::getInstance()->onFileChanged(rootFolder, false);
// This is a bit of a hack to prevent a jump to the first line of the gamelist
// if an entry is manually adjusted from within the 'recent' gamelist, for example
// by toggling a game as favorite. If the time since the last played timestamp is
// less than two seconds, then assume that the game was actually just launched,
// and therefore jump to the first line. The two seconds is incredibly generous
// as normally it would rather be some milliseconds, but who knows what special
// circumstances could cause a slight delay so let's keep a large margin.
auto nTime = Utils::Time::now();
if (nTime - Utils::Time::stringToTime(file->metadata.get("lastplayed")) < 2) {
// Select the first row of the gamelist (the game just played).
GamelistView* gameList = ViewController::getInstance()
->getGamelistView(getSystemToView(sysData.system))
.get();
gameList->setCursor(gameList->getFirstEntry());
}
}
else {
ViewController::getInstance()->onFileChanged(rootFolder, true);
// For custom collections, update either the actual system or its parent depending
// on whether the collection is grouped or not.
if (sysData.decl.isCustom) {
if (rootFolder->getSystem()->isGroupedCustomCollection())
ViewController::getInstance()->onFileChanged(rootFolder->getParent(), true);
else
ViewController::getInstance()->onFileChanged(rootFolder, true);
}
}
}
}
void CollectionSystemsManager::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<std::string, CollectionSystemData> 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<std::string, FileData*>& children =
(sysDataIt->second.system)->getRootFolder()->getChildrenByFilename();
bool found = children.find(key) != children.cend();
if (found) {
FileData* collectionEntry = children.at(key);
SystemData* systemViewToUpdate = getSystemToView(sysDataIt->second.system);
ViewController::getInstance()
->getGamelistView(systemViewToUpdate)
.get()
->remove(collectionEntry, false);
if (sysDataIt->second.decl.isCustom)
saveCustomCollection(sysDataIt->second.system);
}
}
}
}
const bool CollectionSystemsManager::isThemeGenericCollectionCompatible(
bool genericCustomCollections)
{
std::vector<std::string> cfgSys = getCollectionThemeFolders(genericCustomCollections);
for (auto sysIt = cfgSys.cbegin(); sysIt != cfgSys.cend(); ++sysIt) {
if (!themeFolderExists(*sysIt))
return false;
}
return true;
}
const bool CollectionSystemsManager::isThemeCustomCollectionCompatible(
const std::vector<std::string>& 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 + "/theme.xml";
if (Utils::FileSystem::exists(defaultThemeFilePath))
return true;
}
for (auto sysIt = stringVector.cbegin(); sysIt != stringVector.cend(); ++sysIt) {
if (!themeFolderExists(*sysIt))
return false;
}
return true;
}
std::string CollectionSystemsManager::getValidNewCollectionName(const std::string& inName,
int index)
{
std::string name = inName;
// Trim leading and trailing whitespaces.
name = Utils::String::trim(name);
if (index == 0) {
size_t remove = std::string::npos;
// Get valid name.
while ((remove = name.find_first_not_of(
"ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789-[]()' ")) !=
std::string::npos)
name.erase(remove, 1);
}
else {
name += " (" + std::to_string(index) + ")";
}
if (name == "")
name = "new collection";
name = Utils::String::toLower(name);
if (Utils::String::toLower(name) != Utils::String::toLower(inName)) {
LOG(LogInfo) << "Had to change name, from: " << inName << " to: " << name;
}
// Get used systems from es_systems.xml.
std::vector<std::string> systemsInUse = getSystemsFromConfig();
// Get folders assigned to custom collections.
std::vector<std::string> autoSys = getCollectionThemeFolders(false);
// Get folder assigned to custom collections.
std::vector<std::string> customSys = getCollectionThemeFolders(true);
// Get folders assigned to user collections.
std::vector<std::string> 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 then return it.
if (mCollectionSystemDeclsIndex.find(name) != mCollectionSystemDeclsIndex.cend())
return getValidNewCollectionName(name, index + 1);
return name;
}
void CollectionSystemsManager::setEditMode(const std::string& collectionName, bool showPopup)
{
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;
if (showPopup) {
mWindow->queueInfoPopup("EDITING '" + Utils::String::toUpper(collectionName) +
"' COLLECTION, ADD/REMOVE GAMES WITH 'Y'",
10000);
}
}
void CollectionSystemsManager::exitEditMode(bool showPopup)
{
if (showPopup) {
mWindow->queueInfoPopup("FINISHED EDITING '" + Utils::String::toUpper(mEditingCollection) +
"' COLLECTION",
4000);
}
mIsEditingCustom = false;
mEditingCollection = "Favorites";
// Remove all tick marks from the games that are part of the collection.
for (auto it = SystemData::sSystemVector.begin(); it != SystemData::sSystemVector.end(); ++it) {
ViewController::getInstance()->getGamelistView((*it))->onFileChanged(
ViewController::getInstance()->getGamelistView((*it))->getCursor(), false);
}
mEditingCollectionSystemData->system->onMetaDataSavePoint();
}
const bool CollectionSystemsManager::inCustomCollection(const std::string& collectionName,
FileData* gameFile)
{
auto collectionEntry = mCustomCollectionSystemsData.find(collectionName);
if (collectionEntry != mCustomCollectionSystemsData.end()) {
const std::unordered_map<std::string, FileData*>& children =
collectionEntry->second.system->getRootFolder()->getChildrenByFilename();
return children.find(gameFile->getFullPath()) != children.cend();
}
return false;
}
const bool CollectionSystemsManager::toggleGameInCollection(FileData* file)
{
if (file->getType() == GAME) {
bool adding = true;
std::string name = file->getName();
std::string sysName = mEditingCollection;
if (mIsEditingCustom) {
SystemData* sysData = mEditingCollectionSystemData->system;
if (!mEditingCollectionSystemData->isPopulated)
populateCustomCollection(mEditingCollectionSystemData);
std::string key = file->getFullPath();
FileData* rootFolder = sysData->getRootFolder();
const std::unordered_map<std::string, FileData*>& children =
rootFolder->getChildrenByFilename();
bool found = children.find(key) != children.cend();
FileFilterIndex* fileIndex = sysData->getIndex();
SystemData* systemViewToUpdate = getSystemToView(sysData);
if (found) {
adding = false;
// If we found it, we need to remove it.
FileData* collectionEntry = children.at(key);
fileIndex->removeFromIndex(collectionEntry);
ViewController::getInstance()
->getGamelistView(systemViewToUpdate)
.get()
->remove(collectionEntry, false);
systemViewToUpdate->getRootFolder()->sort(
rootFolder->getSortTypeFromString(rootFolder->getSortTypeString()),
Settings::getInstance()->getBool("FavFirstCustom"));
ViewController::getInstance()->reloadGamelistView(systemViewToUpdate);
updateCollectionFolderMetadata(systemViewToUpdate);
}
else {
// We didn't find it here, so we should add it.
CollectionFileData* newGame = new CollectionFileData(file, sysData);
rootFolder->addChild(newGame);
systemViewToUpdate->getRootFolder()->sort(
rootFolder->getSortTypeFromString(rootFolder->getSortTypeString()),
Settings::getInstance()->getBool("FavFirstCustom"));
ViewController::getInstance()->onFileChanged(systemViewToUpdate->getRootFolder(),
true);
fileIndex->addToIndex(newGame);
// Add to bundle index as well, if needed.
if (systemViewToUpdate != sysData)
systemViewToUpdate->getIndex()->addToIndex(newGame);
}
saveCustomCollection(sysData);
}
else {
file->getSourceFileData()->getSystem()->getIndex()->removeFromIndex(
file->getSourceFileData());
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");
}
file->getSourceFileData()->getSystem()->getIndex()->addToIndex(
file->getSourceFileData());
file->getSourceFileData()->getSystem()->onMetaDataSavePoint();
refreshCollectionSystems(file->getSourceFileData());
if (mAutoCollectionSystemsData["favorites"].isEnabled)
ViewController::getInstance()->reloadGamelistView(
mAutoCollectionSystemsData["favorites"].system);
}
if (adding) {
mWindow->queueInfoPopup(
"ADDED '" + Utils::String::toUpper(Utils::String::removeParenthesis(name)) +
"' TO '" + Utils::String::toUpper(sysName) + "'",
4000);
}
else {
mWindow->queueInfoPopup(
"REMOVED '" + Utils::String::toUpper(Utils::String::removeParenthesis(name)) +
"' FROM '" + Utils::String::toUpper(sysName) + "'",
4000);
}
return true;
}
return false;
}
SystemData* CollectionSystemsManager::getSystemToView(SystemData* sys)
{
SystemData* systemToView = sys;
FileData* rootFolder = sys->getRootFolder();
FileData* bundleRootFolder = mCustomCollectionsBundle->getRootFolder();
const std::unordered_map<std::string, FileData*>& 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;
}
FileData* CollectionSystemsManager::updateCollectionFolderMetadata(SystemData* sys)
{
FileData* rootFolder {sys->getRootFolder()};
FileFilterIndex* idx {rootFolder->getSystem()->getIndex()};
std::string desc {"This collection is empty"};
std::vector<FileData*> gamesList;
std::vector<FileData*> gamesListRandom;
if (UIModeController::getInstance()->isUIModeKid()) {
for (FileData* game : rootFolder->getChildrenListToDisplay()) {
if (game->getKidgame())
gamesList.push_back(game);
}
}
else {
gamesList = rootFolder->getChildrenListToDisplay();
}
unsigned int gameCount {static_cast<unsigned int>(gamesList.size())};
// If there is more than 1 game in the collection, then randomize the example game names.
if (gameCount > 1) {
std::random_device randDev;
// Mersenne Twister pseudorandom number generator.
std::mt19937 engine {randDev()};
unsigned int target;
for (unsigned int i = 0; i < 3; ++i) {
std::uniform_int_distribution<int> uniform_dist(0, gameCount - 1 - i);
target = uniform_dist(engine);
gamesListRandom.push_back(gamesList[target]);
std::vector<FileData*>::iterator it {(gamesList.begin() + target)};
gamesList.erase(it);
if (gamesList.size() == 0)
break;
}
gamesList.clear();
gamesList.insert(gamesList.end(), gamesListRandom.begin(), gamesListRandom.end());
gamesListRandom.clear();
}
if (gameCount > 0) {
if (Settings::getInstance()->getBool("CollectionShowSystemInfo")) {
switch (gameCount) {
case 1: {
desc = "This collection contains 1 game: '" +
gamesList[0]->metadata.get("name") + " [" +
gamesList[0]->getSourceFileData()->getSystem()->getName() + "]'";
break;
}
case 2: {
desc = "This collection contains 2 games: '" +
gamesList[0]->metadata.get("name") + " [" +
gamesList[0]->getSourceFileData()->getSystem()->getName() + "]' and '" +
gamesList[1]->metadata.get("name") + " [" +
gamesList[1]->getSourceFileData()->getSystem()->getName() + "]'";
break;
}
default: {
desc = "This collection contains " + std::to_string(gameCount) + " games: '" +
gamesList[0]->metadata.get("name") + " [" +
gamesList[0]->getSourceFileData()->getSystem()->getName() + "]', '" +
gamesList[1]->metadata.get("name") + " [" +
gamesList[1]->getSourceFileData()->getSystem()->getName() + "]' and '" +
gamesList[2]->metadata.get("name") + " [" +
gamesList[2]->getSourceFileData()->getSystem()->getName() + "]'";
desc += (gameCount == 3 ? "" : ", among others");
break;
}
}
}
else {
switch (gameCount) {
case 1: {
desc = "This collection contains 1 game: '" +
gamesList[0]->metadata.get("name") + " '";
break;
}
case 2: {
desc = "This collection contains 2 games: '" +
gamesList[0]->metadata.get("name") + "' and '" +
gamesList[1]->metadata.get("name") + "'";
break;
}
default: {
desc = "This collection contains " + std::to_string(gameCount) + " games: '" +
gamesList[0]->metadata.get("name") + "', '" +
gamesList[1]->metadata.get("name") + "' and '" +
gamesList[2]->metadata.get("name") + "'";
desc += (gameCount == 3 ? "" : ", among others");
break;
}
}
}
}
if (idx->isFiltered())
desc += "\n\n'" + rootFolder->getSystem()->getFullName() +
"' is filtered so there may be more games available";
rootFolder->metadata.set("desc", desc);
// Return a pointer to the first game so that its
// game media can be displayed in the gamelist.
if (gamesList.size() > 0)
return gamesList.front();
else
return nullptr;
}
std::vector<std::string> CollectionSystemsManager::getUnusedSystemsFromTheme()
{
// Get used systems in es_systems.xml.
std::vector<std::string> systemsInUse = getSystemsFromConfig();
// Get available folders in theme.
std::vector<std::string> themeSys = getSystemsFromTheme();
// Get folders assigned to custom collections.
std::vector<std::string> autoSys = getCollectionThemeFolders(false);
// Get folder assigned to custom collections.
std::vector<std::string> customSys = getCollectionThemeFolders(true);
// Get folders assigned to user collections.
std::vector<std::string> 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;
}
SystemData* CollectionSystemsManager::addNewCustomCollection(const std::string& name)
{
CollectionSystemDecl decl = {mCollectionSystemDeclsIndex[myCollectionsName]};
decl.themeFolder = name;
decl.name = name;
decl.fullName = name;
decl.isCustom = true;
return createNewCollectionEntry(name, decl, true, true);
}
void CollectionSystemsManager::deleteCustomCollection(const std::string& collectionName)
{
auto collectionEntry = mCustomCollectionSystemsData.find(collectionName);
// The window deletion needs to be located here instead of in GuiCollectionSystemsOptions
// (where the custom collection deletions are initiated), as there seems to be some random
// issue with accessing mWindow via the lambda expression.
while (mWindow->peekGui() && mWindow->peekGui() != ViewController::getInstance())
delete mWindow->peekGui();
if (collectionEntry != mCustomCollectionSystemsData.end()) {
CollectionSystemsManager::getInstance()->loadEnabledListFromSettings();
CollectionSystemsManager::getInstance()->updateSystemsList();
ViewController::getInstance()->removeGamelistView(collectionEntry->second.system);
ViewController::getInstance()->reloadAll();
delete collectionEntry->second.system;
mCustomCollectionSystemsData.erase(collectionName);
// Remove the collection configuration file.
std::string configFile = getCustomCollectionConfigPath(collectionName);
Utils::FileSystem::removeFile(configFile);
LOG(LogDebug) << "CollectionSystemsManager::deleteCustomCollection(): Deleted the "
"configuration file '"
<< configFile << "'.";
mWindow->queueInfoPopup(
"DELETED COLLECTION '" + Utils::String::toUpper(collectionName) + "'", 5000);
}
else {
LOG(LogError) << "Attempted to delete custom collection '" + collectionName + "' " +
"which doesn't exist.";
}
}
void CollectionSystemsManager::reactivateCustomCollectionEntry(FileData* game)
{
std::string gamePath = Utils::FileSystem::getFileName(game->getFullPath());
gamePath = "%ROMPATH%/" + game->getSystemName() + "/" + gamePath;
// Try to read from all custom collection configuration files to see if there are any
// matching entries for the game passed as the parameter. If so, then enable it in each
// of those collections. This is done also for disabled collections, as otherwise the
// game would be missing if the collection was enabled during the program session.
for (std::map<std::string, CollectionSystemData, stringComparator>::const_iterator it =
mCustomCollectionSystemsData.cbegin();
it != mCustomCollectionSystemsData.cend(); ++it) {
std::string path = getCustomCollectionConfigPath(it->first);
if (Utils::FileSystem::exists(path)) {
#if defined(_WIN64)
std::ifstream input(Utils::String::stringToWideString(path).c_str());
#else
std::ifstream input(path);
#endif
for (std::string gameKey; getline(input, gameKey);) {
if (gameKey == gamePath) {
setEditMode(it->first, false);
toggleGameInCollection(game);
exitEditMode(false);
}
}
if (input.is_open())
input.close();
}
}
}
void CollectionSystemsManager::repopulateCollection(SystemData* sysData)
{
for (auto it = mAutoCollectionSystemsData.cbegin(); // Line break.
it != mAutoCollectionSystemsData.cend(); ++it) {
if ((*it).second.system == sysData) {
LOG(LogDebug) << "CollectionSystemsManager::repopulateCollection(): "
"Repopulating auto collection \""
<< it->first << "\"";
CollectionSystemData* autoSystem = &mAutoCollectionSystemsData[it->first];
std::vector<FileData*> systemEntries =
autoSystem->system->getRootFolder()->getFilesRecursive(true, true, false);
// Flag the collection as not populated so it gets repopulated.
autoSystem->isPopulated = false;
if (systemEntries.empty())
return;
// Delete all children from the system.
for (FileData* entry : systemEntries) {
autoSystem->system->getRootFolder()->removeChild(entry);
delete entry;
}
// Reset the filters so that they get rebuilt correctly when populating the collection.
autoSystem->system->getIndex()->resetIndex();
populateAutoCollection(autoSystem);
// The cursor value is now pointing to some random memory address so we need to set
// it to something valid. For empty collections we need to first create a placeholder
// and then point to this, and for collections with games in them we select the first
// entry.
auto autoView =
ViewController::getInstance()->getGamelistView(autoSystem->system).get();
if (autoSystem->system->getRootFolder()->getChildren().size() == 0) {
autoView->addPlaceholder(autoSystem->system->getRootFolder());
autoView->setCursor(autoView->getLastEntry());
}
else {
autoView->setCursor(
autoSystem->system->getRootFolder()->getChildrenRecursive().front());
autoView->setCursor(autoView->getFirstEntry());
}
}
}
for (auto it = mCustomCollectionSystemsData.cbegin(); // Line break.
it != mCustomCollectionSystemsData.cend(); ++it) {
if ((*it).second.system == sysData) {
LOG(LogDebug) << "CollectionSystemsManager::repopulateCollection(): "
"Repopulating custom collection '"
<< it->first << "'.";
CollectionSystemData* customSystem = &mCustomCollectionSystemsData[it->first];
std::vector<FileData*> systemEntries =
customSystem->system->getRootFolder()->getFilesRecursive(true, true, false);
if (systemEntries.empty())
return;
for (FileData* entry : systemEntries) {
customSystem->system->getIndex()->removeFromIndex(entry);
customSystem->system->getRootFolder()->removeChild(entry);
delete entry;
}
customSystem->isPopulated = false;
populateCustomCollection(customSystem);
auto autoView =
ViewController::getInstance()->getGamelistView(customSystem->system).get();
autoView->setCursor(
customSystem->system->getRootFolder()->getChildrenRecursive().front());
autoView->setCursor(autoView->getFirstEntry());
}
}
}
void CollectionSystemsManager::initAutoCollectionSystems()
{
for (std::map<std::string, CollectionSystemDecl, stringComparator>::const_iterator it =
mCollectionSystemDeclsIndex.cbegin();
it != mCollectionSystemDeclsIndex.cend(); ++it) {
CollectionSystemDecl sysDecl = it->second;
if (!sysDecl.isCustom)
createNewCollectionEntry(sysDecl.name, sysDecl);
}
}
void CollectionSystemsManager::initCustomCollectionSystems()
{
std::vector<std::string> systems = getCollectionsFromConfigFolder();
for (auto nameIt = systems.cbegin(); nameIt != systems.cend(); ++nameIt) {
addNewCustomCollection(*nameIt);
}
}
SystemData* CollectionSystemsManager::getAllGamesCollection()
{
CollectionSystemData* allSysData = &mAutoCollectionSystemsData["all"];
if (!allSysData->isPopulated)
populateAutoCollection(allSysData);
return allSysData->system;
}
SystemData* CollectionSystemsManager::createNewCollectionEntry(const std::string& name,
CollectionSystemDecl sysDecl,
bool index,
bool custom)
{
SystemData* newSys = new SystemData(name, sysDecl.fullName, "", mCollectionEnvData,
sysDecl.themeFolder, true, custom);
CollectionSystemData newCollectionData;
newCollectionData.system = newSys;
newCollectionData.decl = sysDecl;
newCollectionData.isEnabled = false;
newCollectionData.isPopulated = false;
if (index) {
if (!sysDecl.isCustom)
mAutoCollectionSystemsData[name] = newCollectionData;
else
mCustomCollectionSystemsData[name] = newCollectionData;
}
return newSys;
}
void CollectionSystemsManager::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(); // Line break.
sysIt != SystemData::sSystemVector.cend(); ++sysIt) {
// We won't iterate all collections.
if ((*sysIt)->isGameSystem() && !(*sysIt)->isCollection()) {
std::vector<FileData*> 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
// to "favorites".
include = (*gameIt)->metadata.get("favorite") == "true";
break;
}
default: {
break;
}
}
if (include) {
// Exclude files that are set not to be counted as games.
if (!(*gameIt)->getCountAsGame())
continue;
CollectionFileData* newGame = new CollectionFileData(*gameIt, newSys);
rootFolder->addChild(newGame);
index->addToIndex(newGame);
}
}
}
}
if (rootFolder->getName() == "recent")
rootFolder->sort(rootFolder->getSortTypeFromString("last played, ascending"));
else
rootFolder->sort(rootFolder->getSortTypeFromString(rootFolder->getSortTypeString()),
Settings::getInstance()->getBool("FavoritesFirst"));
if (sysDecl.type == AUTO_LAST_PLAYED)
trimCollectionCount(rootFolder, LAST_PLAYED_MAX);
// For the 'recent' collection we need to populate the gamelist once more as the
// collection was trimmed down to 50 items. If we don't do this, the game count will
// not be correct as it would include all the games prior to trimming.
if (rootFolder->getName() == "recent" && !rootFolder->getChildrenRecursive().empty()) {
// The following is needed to avoid a crash when repopulating the system as the previous
// cursor pointer may point to a random memory address.
auto recentGamelist =
ViewController::getInstance()->getGamelistView(rootFolder->getSystem()).get();
recentGamelist->setCursor(
rootFolder->getSystem()->getRootFolder()->getChildrenRecursive().front());
recentGamelist->setCursor(recentGamelist->getFirstEntry());
if (rootFolder->getChildren().size() > 0)
ViewController::getInstance()
->getGamelistView(rootFolder->getSystem())
.get()
->onFileChanged(rootFolder->getChildren().front(), false);
}
sysData->isPopulated = true;
}
void CollectionSystemsManager::populateCustomCollection(CollectionSystemData* sysData)
{
SystemData* newSys = sysData->system;
sysData->isPopulated = true;
CollectionSystemDecl sysDecl = sysData->decl;
std::string path = getCustomCollectionConfigPath(newSys->getName());
if (!Utils::FileSystem::exists(path)) {
LOG(LogInfo) << "Couldn't find custom collection config file \"" << path << "\"";
return;
}
LOG(LogInfo) << "Parsing custom collection file \"" << path << "\"...";
FileData* rootFolder = newSys->getRootFolder();
FileFilterIndex* index = newSys->getIndex();
// Get configuration for this custom collection.
#if defined(_WIN64)
std::ifstream input(Utils::String::stringToWideString(path).c_str());
#else
std::ifstream input(path);
#endif
// Get all files map.
std::unordered_map<std::string, FileData*> allFilesMap =
getAllGamesCollection()->getRootFolder()->getChildrenByFilename();
// Get the ROM directory, either as configured in es_settings.xml, or if no value
// is set there, then use the default hardcoded path.
const std::string rompath = FileData::getROMDirectory();
// Iterate list of files in the config file.
for (std::string gameKey; getline(input, gameKey);) {
// If there is a %ROMPATH% variable set for the game, expand it. By doing this
// it's possible to use either absolute ROM paths in the collection files or using
// the path variable. The absolute ROM paths are only used for backward compatibility
// with old custom collections. All custom collections saved by EmulationStation-DE
// will use the %ROMPATH% variable instead.
gameKey = Utils::String::replace(gameKey, "%ROMPATH%", rompath);
gameKey = Utils::String::replace(gameKey, "//", "/");
std::unordered_map<std::string, FileData*>::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(LogWarning)
<< "File \"" << gameKey
<< "\" does not exist, is hidden, or is not counted as a game, ignoring entry";
}
}
if (input.is_open())
input.close();
}
void CollectionSystemsManager::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<FileData*> 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::getInstance()->removeGamelistView(mCustomCollectionsBundle);
}
void CollectionSystemsManager::addEnabledCollectionsToDisplayedSystems(
std::map<std::string, CollectionSystemData, stringComparator>* colSystemData)
{
// Add auto enabled collections.
for (std::map<std::string, CollectionSystemData, stringComparator>::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")) {
// Theme folder exists, 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);
// If this is a non-bundled custom collection, then sort it.
if (it->second.decl.isCustom == true) {
FileData* rootFolder = it->second.system->getRootFolder();
rootFolder->sort(
rootFolder->getSortTypeFromString(rootFolder->getSortTypeString()),
Settings::getInstance()->getBool("FavFirstCustom"));
// Jump to the first row of the game list, assuming it's not empty.
GamelistView* gameList =
ViewController::getInstance()->getGamelistView((it->second.system)).get();
if (!gameList->getCursor()->isPlaceHolder()) {
gameList->setCursor(gameList->getFirstEntry());
}
it->second.system->setIsGroupedCustomCollection(false);
}
}
else {
FileData* newSysRootFolder = it->second.system->getRootFolder();
mCustomCollectionsBundle->getRootFolder()->addChild(newSysRootFolder);
mCustomCollectionsBundle->getIndex()->importIndex(it->second.system->getIndex());
it->second.system->setIsGroupedCustomCollection(true);
}
}
}
}
std::vector<std::string> CollectionSystemsManager::getSystemsFromConfig()
{
std::vector<std::string> systems;
std::vector<std::string> configPaths = SystemData::getConfigPath(false);
// Here we don't honor the <loadExclusive> tag which may be present in the custom es_systems.xml
// file under ~/.emulationstation/custom_systems as we really want to include all the themes
// supported by ES-DE. Otherwise a user may accidentally create a custom collection that
// corresponds to a supported theme.
for (auto path : configPaths) {
if (!Utils::FileSystem::exists(path))
return systems;
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)
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();
if (std::find(systems.cbegin(), systems.cend(), themeFolder) == systems.cend())
systems.push_back(themeFolder);
}
}
std::sort(systems.begin(), systems.end());
return systems;
}
// Get all folders from the current theme path.
std::vector<std::string> CollectionSystemsManager::getSystemsFromTheme()
{
std::vector<std::string> systems;
auto themeSets = ThemeData::getThemeSets();
if (themeSets.empty())
return systems; // No theme sets available.
std::map<std::string, ThemeData::ThemeSet>::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);
}
std::string themePath = set->second.path;
if (Utils::FileSystem::exists(themePath)) {
Utils::FileSystem::StringList dirContent = Utils::FileSystem::getDirContent(themePath);
for (Utils::FileSystem::StringList::const_iterator it = dirContent.cbegin();
it != dirContent.cend(); ++it) {
if (Utils::FileSystem::isDirectory(*it)) {
// ... here you have a directory.
std::string folder = *it;
folder = folder.substr(themePath.size() + 1);
if (Utils::FileSystem::exists(set->second.getThemePath(folder)))
systems.push_back(folder);
}
}
}
std::sort(systems.begin(), systems.end());
return systems;
}
std::vector<std::string> CollectionSystemsManager::getCollectionsFromConfigFolder()
{
std::vector<std::string> systems;
std::string configPath = getCollectionsFolder();
if (Utils::FileSystem::exists(configPath)) {
Utils::FileSystem::StringList dirContent = Utils::FileSystem::getDirContent(configPath);
for (Utils::FileSystem::StringList::const_iterator it = dirContent.cbegin();
it != dirContent.cend(); ++it) {
if (Utils::FileSystem::isRegularFile(*it)) {
// It's a file.
std::string filename = Utils::FileSystem::getFileName(*it);
// Need to confirm filename matches config format.
if (filename != "custom-.cfg" && Utils::String::startsWith(filename, "custom-") &&
Utils::String::endsWith(filename, ".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;
}
std::vector<std::string> CollectionSystemsManager::getCollectionThemeFolders(bool custom)
{
std::vector<std::string> systems;
for (std::map<std::string, CollectionSystemDecl, stringComparator>::const_iterator it =
mCollectionSystemDeclsIndex.cbegin();
it != mCollectionSystemDeclsIndex.cend(); ++it) {
CollectionSystemDecl sysDecl = it->second;
if (sysDecl.isCustom == custom)
systems.push_back(sysDecl.themeFolder);
}
return systems;
}
std::vector<std::string> CollectionSystemsManager::getUserCollectionThemeFolders()
{
std::vector<std::string> systems;
for (std::map<std::string, CollectionSystemData, stringComparator>::const_iterator it =
mCustomCollectionSystemsData.cbegin();
it != mCustomCollectionSystemsData.cend(); ++it)
systems.push_back(it->second.decl.themeFolder);
return systems;
}
void CollectionSystemsManager::trimCollectionCount(FileData* rootFolder, int limit)
{
SystemData* curSys = rootFolder->getSystem();
while (static_cast<int>(rootFolder->getChildrenListToDisplay().size()) > limit) {
CollectionFileData* gameToRemove =
(CollectionFileData*)rootFolder->getChildrenListToDisplay().back();
ViewController::getInstance()->getGamelistView(curSys).get()->remove(gameToRemove, false);
}
}
const bool CollectionSystemsManager::themeFolderExists(const std::string& folder)
{
std::vector<std::string> themeSys = getSystemsFromTheme();
return std::find(themeSys.cbegin(), themeSys.cend(), folder) != themeSys.cend();
}
const bool CollectionSystemsManager::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 CollectionSystemsManager::getCustomCollectionConfigPath(
const std::string& collectionName)
{
return getCollectionsFolder() + "/custom-" + collectionName + ".cfg";
}
std::string CollectionSystemsManager::getCollectionsFolder()
{
return Utils::FileSystem::getGenericPath(Utils::FileSystem::getHomePath() +
"/.emulationstation/collections");
}