mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2024-11-30 18:15:39 +00:00
d0cdbf2159
- 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
441 lines
14 KiB
C++
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";
|
|
} |