ES-DE/es-app/src/CollectionSystemManager.cpp
pjft d0cdbf2159 Adding support for Virtual Systems
- Refactoring System Environment data
- Added Virtual System Manager class
- Added "all", "favorites" and "last played" systems
- Added GuiInfoPopup class for notifications
- Added Favorites to metadata, as well as a shortcut to toggle favorites
- Added warning if enabling systems but themes don't support it
- Added "filter by favorites" per system
- Adjusted "Go to Random Game" behavior to account for the fact that we now have an "All Games" system
- Added "sort by system name" for the collections
2017-07-07 20:16:21 +01:00

441 lines
14 KiB
C++

#include "SystemData.h"
#include "Gamelist.h"
#include <boost/filesystem.hpp>
#include "Util.h"
#include <algorithm>
#include <fstream>
#include <stdlib.h>
#include <SDL_joystick.h>
#include "Renderer.h"
#include "Log.h"
#include "InputManager.h"
#include <iostream>
#include "Settings.h"
#include "FileSorts.h"
#include "pugixml/src/pugixml.hpp"
#include "guis/GuiInfoPopup.h"
namespace fs = boost::filesystem;
CollectionSystemManager* CollectionSystemManager::sInstance = NULL;
CollectionSystemManager* CollectionSystemManager::get()
{
assert(sInstance);
return sInstance;
}
void CollectionSystemManager::init(Window* window)
{
assert(!sInstance);
sInstance = new CollectionSystemManager(window);
}
CollectionSystemManager::CollectionSystemManager(Window* window) : mWindow(window)
{
CollectionSystemDecl systemDecls[] = {
//type name long name //default sort // theme folder // isCustom
{ AUTO_ALL_GAMES, "all", "all games", "filename, ascending", "auto-allgames", false },
{ AUTO_LAST_PLAYED, "recent", "last played", "last played, descending", "auto-lastplayed", false },
{ AUTO_FAVORITES, "favorites", "favorites", "filename, ascending", "auto-favorites", false },
{ CUSTOM_COLLECTION, "custom", "custom", "filename, ascending", "custom-collections", true }
};
// create a map
std::vector<CollectionSystemDecl> tempSystemDecl = std::vector<CollectionSystemDecl>(systemDecls, systemDecls + sizeof(systemDecls) / sizeof(systemDecls[0]));
for (std::vector<CollectionSystemDecl>::iterator it = tempSystemDecl.begin(); it != tempSystemDecl.end(); ++it )
{
mCollectionSystemDecls[(*it).name] = (*it);
//mCollectionSystemDecls.insert(std::make_pair((*it).name,(*it)));
}
// creating standard environment data
mCollectionEnvData = new SystemEnvironmentData;
mCollectionEnvData->mStartPath = "";
std::vector<std::string> exts;
mCollectionEnvData->mSearchExtensions = exts;
mCollectionEnvData->mLaunchCommand = "";
std::vector<PlatformIds::PlatformId> allPlatformIds;
allPlatformIds.push_back(PlatformIds::PLATFORM_IGNORE);
mCollectionEnvData->mPlatformIds = allPlatformIds;
// TO DO: Create custom editing help style
}
CollectionSystemManager::~CollectionSystemManager()
{
assert(sInstance == this);
sInstance = NULL;
}
void CollectionSystemManager::loadEnabledListFromSettings()
{
// we parse the settings
std::vector<std::string> selected = commaStringToVector(Settings::getInstance()->getString("CollectionSystemsAuto"));
// iterate the map
for(std::map<std::string, CollectionSystemData>::iterator it = mAllCollectionSystems.begin() ; it != mAllCollectionSystems.end() ; it++ )
{
it->second.isEnabled = (std::find(selected.begin(), selected.end(), it->first) != selected.end());
}
}
void CollectionSystemManager::initAvailableSystemsList()
{
}
std::vector<std::string> CollectionSystemManager::getSystemsFromConfig()
{
std::vector<std::string> systems;
std::string path = SystemData::getConfigPath(false);
if(!fs::exists(path))
{
return systems;
}
pugi::xml_document doc;
pugi::xml_parse_result res = doc.load_file(path.c_str());
if(!res)
{
return systems;
}
//actually read the file
pugi::xml_node systemList = doc.child("systemList");
if(!systemList)
{
return systems;
}
for(pugi::xml_node system = systemList.child("system"); system; system = system.next_sibling("system"))
{
// theme folder
std::string themeFolder = system.child("theme").text().get();
systems.push_back(themeFolder);
}
std::sort(systems.begin(), systems.end());
return systems;
}
std::vector<std::string> CollectionSystemManager::getSystemsFromTheme()
{
std::vector<std::string> systems;
auto themeSets = ThemeData::getThemeSets();
if(themeSets.empty())
{
// no theme sets available
return systems;
}
auto set = themeSets.find(Settings::getInstance()->getString("ThemeSet"));
if(set == themeSets.end())
{
// currently selected theme set is missing, so just pick the first available set
set = themeSets.begin();
Settings::getInstance()->setString("ThemeSet", set->first);
}
boost::filesystem::path themePath = set->second.path;
if (fs::exists(themePath))
{
fs::directory_iterator end_itr; // default construction yields past-the-end
for (fs::directory_iterator itr(themePath); itr != end_itr; ++itr)
{
if (fs::is_directory(itr->status()))
{
//... here you have a directory
std::string folder = itr->path().string();
folder = folder.substr(themePath.string().size()+1);
if(fs::exists(set->second.getThemePath(folder)))
{
systems.push_back(folder);
}
}
}
}
std::sort(systems.begin(), systems.end());
return systems;
}
std::vector<std::string> CollectionSystemManager::getAutoThemeFolders()
{
std::vector<std::string> systems;
for(std::map<std::string, CollectionSystemDecl>::iterator it = mCollectionSystemDecls.begin() ; it != mCollectionSystemDecls.end() ; it++ )
{
CollectionSystemDecl sysDecl = it->second;
if (!sysDecl.isCustom)
{
systems.push_back(sysDecl.themeFolder);
}
}
return systems;
}
bool CollectionSystemManager::isThemeAutoCompatible()
{
std::vector<std::string> cfgSys = getAutoThemeFolders();
for(auto sysIt = cfgSys.begin(); sysIt != cfgSys.end(); sysIt++)
{
if(!themeFolderExists(*sysIt))
return false;
}
return true;
}
bool CollectionSystemManager::themeFolderExists(std::string folder)
{
std::vector<std::string> themeSys = getSystemsFromTheme();
return std::find(themeSys.begin(), themeSys.end(), folder) != themeSys.end();
}
std::vector<std::string> CollectionSystemManager::getUnusedSystemsFromTheme()
{
std::vector<std::string> cfgSys = getSystemsFromConfig();
std::vector<std::string> themeSys = getSystemsFromTheme();
for(auto sysIt = themeSys.begin(); sysIt != themeSys.end(); )
{
if (std::find(cfgSys.begin(), cfgSys.end(), *sysIt) != cfgSys.end())
{
sysIt = themeSys.erase(sysIt);
}
else
{
sysIt++;
}
}
return themeSys;
}
FileData::SortType CollectionSystemManager::getSortType(std::string desc) {
std::vector<FileData::SortType> SortTypes = FileSorts::SortTypes;
// find it
for(unsigned int i = 0; i < FileSorts::SortTypes.size(); i++)
{
const FileData::SortType& sort = FileSorts::SortTypes.at(i);
if(sort.description == desc)
{
return sort;
}
}
// if not found default to name, ascending
return FileSorts::SortTypes.at(0);
}
void CollectionSystemManager::loadCollectionSystems()
{
loadAutoCollectionSystems();
// we will also load custom systems here in the future
loadCustomCollectionSystems();
// Now see which ones are enabled
loadEnabledListFromSettings();
// add to the main System Vector, and create Views as needed
updateSystemsList();
}
void CollectionSystemManager::updateSystemsList()
{
// remove all Collection Systems
for(auto sysIt = SystemData::sSystemVector.begin(); sysIt != SystemData::sSystemVector.end(); )
{
if ((*sysIt)->isCollection())
{
sysIt = SystemData::sSystemVector.erase(sysIt);
}
else
{
sysIt++;
}
}
// add enabled ones
for(std::map<std::string, CollectionSystemData>::iterator it = mAllCollectionSystems.begin() ; it != mAllCollectionSystems.end() ; it++ )
{
if(it->second.isEnabled)
{
SystemData::sSystemVector.push_back(it->second.system);
}
}
// remove disabled gamelist views
// create gamelist views if needed
// iterate the map
}
void CollectionSystemManager::loadAutoCollectionSystems()
{
for(std::map<std::string, CollectionSystemDecl>::iterator it = mCollectionSystemDecls.begin() ; it != mCollectionSystemDecls.end() ; it++ )
{
CollectionSystemDecl sysDecl = it->second;
if (!sysDecl.isCustom && !findCollectionSystem(sysDecl.name))
{
SystemData* newSys = new SystemData(sysDecl.name, sysDecl.longName, mCollectionEnvData, sysDecl.themeFolder, true);
FileData* rootFolder = newSys->getRootFolder();
FileFilterIndex* index = newSys->getIndex();
for(auto sysIt = SystemData::sSystemVector.begin(); sysIt != SystemData::sSystemVector.end(); sysIt++)
{
if ((*sysIt)->isGameSystem()) {
std::vector<FileData*> files = (*sysIt)->getRootFolder()->getFilesRecursive(GAME);
for(auto gameIt = files.begin(); gameIt != files.end(); gameIt++)
{
bool include = includeFileInAutoCollections((*gameIt));
switch(sysDecl.type) {
case AUTO_LAST_PLAYED:
include = include && (*gameIt)->metadata.get("playcount") > "0";
break;
case AUTO_FAVORITES:
// we may still want to add files we don't want in auto collections in "favorites"
include = (*gameIt)->metadata.get("favorite") == "true";
break;
}
if (include) {
CollectionFileData* newGame = new CollectionFileData(*gameIt, newSys);
rootFolder->addChild(newGame);
index->addToIndex(newGame);
}
}
}
}
rootFolder->sort(getSortType(sysDecl.defaultSort));
mAutoCollectionSystems.push_back(newSys);
CollectionSystemData newCollectionData;
newCollectionData.system = newSys;
newCollectionData.decl = sysDecl;
newCollectionData.isEnabled = false;
mAllCollectionSystems[sysDecl.name] = newCollectionData;
}
}
}
void CollectionSystemManager::loadCustomCollectionSystems()
{
// Load custom systems into memory
// Check unassigned theme folders
// Check settings string for selected/enabled systems, if there are any that aren't in the theme
// Check saved preferences for each of those and load them if we can
// Load settings to see which systems are Enabled
}
SystemData* CollectionSystemManager::findCollectionSystem(std::string name)
{
for(auto sysIt = SystemData::sSystemVector.begin(); sysIt != SystemData::sSystemVector.end(); sysIt++)
{
if ((*sysIt)->getName() == name) {
// found it!
return (*sysIt);
}
}
return NULL;
}
// this updates all collection files related to the argument file
void CollectionSystemManager::updateCollectionSystems(FileData* file)
{
// collection files use the full path as key, to avoid clashes
std::string key = file->getFullPath();
// find games in collection systems
for(auto sysIt = SystemData::sSystemVector.begin(); sysIt != SystemData::sSystemVector.end(); sysIt++)
{
if ((*sysIt)->isCollection()) {
const std::unordered_map<std::string, FileData*>& children = (*sysIt)->getRootFolder()->getChildrenByFilename();
bool found = children.find(key) != children.end();
FileData* rootFolder = (*sysIt)->getRootFolder();
FileFilterIndex* fileIndex = (*sysIt)->getIndex();
std::string name = (*sysIt)->getName();
if (found) {
// if we found it, we need to update it
FileData* collectionEntry = children.at(key);
// remove from index, so we can re-index metadata after refreshing
fileIndex->removeFromIndex(collectionEntry);
collectionEntry->refreshMetadata();
if (name == "favorites" && file->metadata.get("favorite") == "false") {
// need to check if still marked as favorite, if not remove
ViewController::get()->getGameListView((*sysIt)).get()->remove(collectionEntry, false);
ViewController::get()->onFileChanged((*sysIt)->getRootFolder(), FILE_REMOVED);
}
else
{
// re-index with new metadata
fileIndex->addToIndex(collectionEntry);
ViewController::get()->onFileChanged(collectionEntry, FILE_METADATA_CHANGED);
}
}
else
{
// we didn't find it here - we need to check if we should add it
if (name == "recent" && file->metadata.get("playcount") > "0" ||
name == "favorites" && file->metadata.get("favorite") == "true") {
CollectionFileData* newGame = new CollectionFileData(file, (*sysIt));
rootFolder->addChild(newGame);
fileIndex->addToIndex(newGame);
ViewController::get()->onFileChanged(file, FILE_METADATA_CHANGED);
ViewController::get()->getGameListView((*sysIt))->onFileChanged(newGame, FILE_METADATA_CHANGED);
}
}
rootFolder->sort(getSortType(mCollectionSystemDecls[name].defaultSort));
ViewController::get()->onFileChanged(rootFolder, FILE_SORTED);
}
}
}
// this deletes collection files from collection systems
void CollectionSystemManager::deleteCollectionFiles(FileData* file)
{
// collection files use the full path as key, to avoid clashes
std::string key = file->getFullPath();
// find games in collection systems
for(auto sysIt = SystemData::sSystemVector.begin(); sysIt != SystemData::sSystemVector.end(); sysIt++)
{
if ((*sysIt)->isCollection()) {
const std::unordered_map<std::string, FileData*>& children = (*sysIt)->getRootFolder()->getChildrenByFilename();
bool found = children.find(key) != children.end();
if (found) {
FileData* collectionEntry = children.at(key);
ViewController::get()->getGameListView((*sysIt)).get()->remove(collectionEntry, false);
}
}
}
}
bool CollectionSystemManager::toggleGameInCollection(FileData* file, std::string collection)
{
if (file->getType() == GAME)
{
GuiInfoPopup* s;
MetaDataList* md = &file->getSourceFileData()->metadata;
std::string value = md->get("favorite");
if (value == "false")
{
md->set("favorite", "true");
s = new GuiInfoPopup(mWindow, "Added '" + removeParenthesis(file->getName()) + "' to 'Favorites'", 4000);
}else
{
md->set("favorite", "false");
s = new GuiInfoPopup(mWindow, "Removed '" + removeParenthesis(file->getName()) + "' from 'Favorites'", 4000);
}
mWindow->setInfoPopup(s);
updateCollectionSystems(file->getSourceFileData());
return true;
}
return false;
}
bool CollectionSystemManager::includeFileInAutoCollections(FileData* file)
{
// we exclude non-game files from collections (i.e. "kodi", 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 more performant
return file->getName() != "kodi";
}