ES-DE/es-app/src/SystemData.h
Tomas Jakobsson 92a3286fc8 Add SystemData::indexAllGameFilters that loops through all added games and add's their tags to the filter indexes
This fixes the hidden filtering in Kiosk mode when not using gamelist.xml
2017-11-04 17:32:22 +01:00

89 lines
3.2 KiB
C++

#pragma once
#ifndef ES_APP_SYSTEM_DATA_H
#define ES_APP_SYSTEM_DATA_H
#include "PlatformId.h"
#include <algorithm>
#include <memory>
#include <string>
#include <vector>
class FileData;
class FileFilterIndex;
class ThemeData;
struct SystemEnvironmentData
{
std::string mStartPath;
std::vector<std::string> mSearchExtensions;
std::string mLaunchCommand;
std::vector<PlatformIds::PlatformId> mPlatformIds;
};
class SystemData
{
public:
SystemData(const std::string& name, const std::string& fullName, SystemEnvironmentData* envData, const std::string& themeFolder, bool CollectionSystem = false);
~SystemData();
inline FileData* getRootFolder() const { return mRootFolder; };
inline const std::string& getName() const { return mName; }
inline const std::string& getFullName() const { return mFullName; }
inline const std::string& getStartPath() const { return mEnvData->mStartPath; }
inline const std::vector<std::string>& getExtensions() const { return mEnvData->mSearchExtensions; }
inline const std::string& getThemeFolder() const { return mThemeFolder; }
inline SystemEnvironmentData* getSystemEnvData() const { return mEnvData; }
inline const std::vector<PlatformIds::PlatformId>& getPlatformIds() const { return mEnvData->mPlatformIds; }
inline bool hasPlatformId(PlatformIds::PlatformId id) { if (!mEnvData) return false; return std::find(mEnvData->mPlatformIds.begin(), mEnvData->mPlatformIds.end(), id) != mEnvData->mPlatformIds.end(); }
inline const std::shared_ptr<ThemeData>& getTheme() const { return mTheme; }
std::string getGamelistPath(bool forWrite) const;
bool hasGamelist() const;
std::string getThemePath() const;
unsigned int getGameCount() const;
unsigned int getDisplayedGameCount() const;
static void deleteSystems();
static bool loadConfig(); //Load the system config file at getConfigPath(). Returns true if no errors were encountered. An example will be written if the file doesn't exist.
static void writeExampleConfig(const std::string& path);
static std::string getConfigPath(bool forWrite); // if forWrite, will only return ~/.emulationstation/es_systems.cfg, never /etc/emulationstation/es_systems.cfg
static std::vector<SystemData*> sSystemVector;
inline std::vector<SystemData*>::const_iterator getIterator() const { return std::find(sSystemVector.begin(), sSystemVector.end(), this); };
inline std::vector<SystemData*>::const_reverse_iterator getRevIterator() const { return std::find(sSystemVector.rbegin(), sSystemVector.rend(), this); };
inline bool isCollection() { return mIsCollectionSystem; };
inline bool isGameSystem() { return mIsGameSystem; }
SystemData* getNext() const;
SystemData* getPrev() const;
static SystemData* getRandomSystem();
FileData* getRandomGame();
// Load or re-load theme.
void loadTheme();
FileFilterIndex* getIndex() { return mFilterIndex; };
private:
bool mIsCollectionSystem;
bool mIsGameSystem;
std::string mName;
std::string mFullName;
SystemEnvironmentData* mEnvData;
std::string mThemeFolder;
std::shared_ptr<ThemeData> mTheme;
void populateFolder(FileData* folder);
void indexAllGameFilters(const FileData* folder);
void setIsGameSystemStatus();
FileFilterIndex* mFilterIndex;
FileData* mRootFolder;
};
#endif // ES_APP_SYSTEM_DATA_H