mirror of
https://github.com/RetroDECK/ES-DE.git
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122 lines
4.2 KiB
C++
122 lines
4.2 KiB
C++
//
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// SystemData.h
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//
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// Provides data structures for the game systems and populates and indexes them based
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// on the configuration in es_systems.cfg as well as the presence of game ROM files.
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// Also provides functions to read and write to the gamelist files and to handle theme
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// loading.
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//
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#pragma once
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#ifndef ES_APP_SYSTEM_DATA_H
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#define ES_APP_SYSTEM_DATA_H
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#include "PlatformId.h"
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#include <algorithm>
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#include <memory>
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#include <string>
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#include <vector>
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class FileData;
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class FileFilterIndex;
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class ThemeData;
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struct SystemEnvironmentData {
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std::string mStartPath;
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std::vector<std::string> mSearchExtensions;
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std::string mLaunchCommand;
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std::vector<PlatformIds::PlatformId> mPlatformIds;
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};
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class SystemData
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{
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public:
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SystemData(
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const std::string& name,
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const std::string& fullName,
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SystemEnvironmentData* envData,
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const std::string& themeFolder,
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bool CollectionSystem = false);
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~SystemData();
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inline FileData* getRootFolder() const { return mRootFolder; };
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inline const std::string& getName() const { return mName; }
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inline const std::string& getFullName() const { return mFullName; }
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inline const std::string& getStartPath() const { return mEnvData->mStartPath; }
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inline const std::vector<std::string>& getExtensions() const
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{ return mEnvData->mSearchExtensions; }
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inline const std::string& getThemeFolder() const { return mThemeFolder; }
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inline SystemEnvironmentData* getSystemEnvData() const { return mEnvData; }
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inline const std::vector<PlatformIds::PlatformId>& getPlatformIds() const
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{ return mEnvData->mPlatformIds; }
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inline bool hasPlatformId(PlatformIds::PlatformId id) { if (!mEnvData) return false;
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return std::find(mEnvData->mPlatformIds.cbegin(), mEnvData->mPlatformIds.cend(), id)
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!= mEnvData->mPlatformIds.cend(); }
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inline const std::shared_ptr<ThemeData>& getTheme() const { return mTheme; }
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std::string getGamelistPath(bool forWrite) const;
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bool hasGamelist() const;
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std::string getThemePath() const;
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unsigned int getGameCount() const;
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unsigned int getDisplayedGameCount() const;
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bool getScrapeFlag() { return mScrapeFlag; };
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void setScrapeFlag(bool scrapeflag) { mScrapeFlag = scrapeflag; }
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static void deleteSystems();
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// Load the system config file at getConfigPath().
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// Returns true if no errors were encountered.
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// An example will be written if the file doesn't exist.
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static bool loadConfig();
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static bool copyConfigTemplate(const std::string& path);
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static std::string getConfigPath(bool forWrite);
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static std::vector<SystemData*> sSystemVector;
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inline std::vector<SystemData*>::const_iterator getIterator() const
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{ return std::find(sSystemVector.cbegin(), sSystemVector.cend(), this); };
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inline std::vector<SystemData*>::const_reverse_iterator getRevIterator() const
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{ return std::find(sSystemVector.crbegin(), sSystemVector.crend(), this); };
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inline bool isCollection() { return mIsCollectionSystem; };
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inline bool isGameSystem() { return mIsGameSystem; };
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bool isVisible();
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SystemData* getNext() const;
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SystemData* getPrev() const;
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static SystemData* getRandomSystem(const SystemData* currentSystem);
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static FileData* getRandomCollectionFolder(const FileData* currentFolder);
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FileData* getRandomGame(const FileData* currentGame = nullptr);
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// Load or re-load theme.
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void loadTheme();
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FileFilterIndex* getIndex() { return mFilterIndex; };
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void onMetaDataSavePoint();
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void writeMetaData();
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void setupSystemSortType(FileData* mRootFolder);
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private:
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bool mIsCollectionSystem;
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bool mIsGameSystem;
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bool mScrapeFlag; // Only used by scraper GUI to remember which systems to scrape.
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std::string mName;
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std::string mFullName;
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SystemEnvironmentData* mEnvData;
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std::string mThemeFolder;
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std::shared_ptr<ThemeData> mTheme;
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bool populateFolder(FileData* folder);
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void indexAllGameFilters(const FileData* folder);
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void setIsGameSystemStatus();
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FileFilterIndex* mFilterIndex;
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FileData* mRootFolder;
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};
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#endif // ES_APP_SYSTEM_DATA_H
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