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https://github.com/RetroDECK/ES-DE.git
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bf84945010
getHomePath() now uses forward slash as a path separator on all platforms.
183 lines
4.7 KiB
C++
183 lines
4.7 KiB
C++
#include "XMLReader.h"
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#include "SystemData.h"
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#include "GameData.h"
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#include "pugiXML/pugixml.hpp"
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#include <boost/filesystem.hpp>
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#include "Log.h"
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//this is obviously an incredibly inefficient way to go about searching
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//but I don't think it'll matter too much with the size of most collections
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GameData* searchFolderByPath(FolderData* folder, std::string const& path)
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{
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for(unsigned int i = 0; i < folder->getFileCount(); i++)
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{
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FileData* file = folder->getFile(i);
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if(file->isFolder())
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{
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GameData* result = searchFolderByPath((FolderData*)file, path);
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if(result)
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return (GameData*)result;
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}else{
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if(file->getPath() == path)
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return (GameData*)file;
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}
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}
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return NULL;
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}
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GameData* createGameFromPath(std::string gameAbsPath, SystemData* system)
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{
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std::string gamePath = gameAbsPath;
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std::string sysPath = system->getStartPath();
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//strip out the system path stuff so it's relative to the system root folder
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unsigned int i = 0;
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while(i < gamePath.length() && i < sysPath.length() && gamePath[i] == sysPath[i])
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i++;
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gamePath = gamePath.substr(i, gamePath.length() - i);
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if(gamePath[0] != '/')
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gamePath.insert(0, "/");
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//make our way through the directory tree finding each folder in our path or creating it if it doesn't exist
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FolderData* folder = system->getRootFolder();
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size_t separator = 0;
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size_t nextSeparator = 0;
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unsigned int loops = 0;
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while(nextSeparator != std::string::npos)
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{
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//determine which chunk of the path we're testing right now
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nextSeparator = gamePath.find('/', separator + 1);
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if(nextSeparator == std::string::npos)
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break;
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std::string checkName = gamePath.substr(separator + 1, nextSeparator - separator - 1);
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separator = nextSeparator;
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//see if the folder already exists
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bool foundFolder = false;
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for(unsigned int i = 0; i < folder->getFileCount(); i++)
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{
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FileData* checkFolder = folder->getFile(i);
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if(checkFolder->isFolder() && checkFolder->getName() == checkName)
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{
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folder = (FolderData*)checkFolder;
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foundFolder = true;
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break;
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}
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}
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//the folder didn't already exist, so create it
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if(!foundFolder)
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{
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FolderData* newFolder = new FolderData(system, folder->getPath() + "/" + checkName, checkName);
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folder->pushFileData(newFolder);
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folder = newFolder;
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}
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//if for some reason this function is broken, break out of this while instead of freezing
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if(loops > gamePath.length() * 2)
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{
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LOG(LogError) << "createGameFromPath breaking out of loop for path \"" << gamePath << "\" to prevent infinite loop (please report this)";
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break;
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}
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loops++;
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}
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//find gameName
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std::string gameName = gamePath.substr(separator + 1, gamePath.find(".", separator) - separator - 1);
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GameData* game = new GameData(system, gameAbsPath, gameName);
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folder->pushFileData(game);
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return game;
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}
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void parseGamelist(SystemData* system)
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{
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std::string xmlpath = system->getGamelistPath();
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if(xmlpath.empty())
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return;
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LOG(LogInfo) << "Parsing XML file \"" << xmlpath << "\"...";
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pugi::xml_document doc;
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pugi::xml_parse_result result = doc.load_file(xmlpath.c_str());
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if(!result)
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{
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LOG(LogError) << "Error parsing XML file \"" << xmlpath << "\"!\n " << result.description();
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return;
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}
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pugi::xml_node root = doc.child("gameList");
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if(!root)
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{
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LOG(LogError) << "Could not find <gameList> node in gamelist \"" << xmlpath << "\"!";
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return;
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}
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for(pugi::xml_node gameNode = root.child("game"); gameNode; gameNode = gameNode.next_sibling("game"))
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{
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pugi::xml_node pathNode = gameNode.child("path");
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if(!pathNode)
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{
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LOG(LogError) << "<game> node contains no <path> child!";
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continue;
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}
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std::string path = pathNode.text().get();
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//expand "."
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if(path[0] == '.')
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{
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path.erase(0, 1);
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path.insert(0, system->getRootFolder()->getPath());
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}
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if(boost::filesystem::exists(path))
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{
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GameData* game = searchFolderByPath(system->getRootFolder(), path);
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if(game == NULL)
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game = createGameFromPath(path, system);
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//actually gather the information in the XML doc, then pass it to the game's set method
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std::string newName, newDesc, newImage;
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if(gameNode.child("name"))
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newName = gameNode.child("name").text().get();
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if(gameNode.child("desc"))
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newDesc = gameNode.child("desc").text().get();
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if(gameNode.child("image"))
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{
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newImage = gameNode.child("image").text().get();
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//expand "."
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if(newImage[0] == '.')
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{
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newImage.erase(0, 1);
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boost::filesystem::path pathname(xmlpath);
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newImage.insert(0, pathname.parent_path().string() );
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}
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//if the image doesn't exist, forget it
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if(!boost::filesystem::exists(newImage))
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newImage = "";
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}
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game->set(newName, newDesc, newImage);
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}else{
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LOG(LogWarning) << "Game at \"" << path << "\" does not exist!";
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}
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}
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}
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