ES-DE/src/GameData.cpp
Aloshi 4f99dec7c2 Font size is now dependent on resolution width.
Scrolling will now occur if the input is held (not just keyboards anymore!).
Initial XML gamelist support. If a file named gamelist.xml is present in the directory ES is run from, it will be parsed and the detailed GuiGameList will be used. Games are matched by absolute path, and a name, description, and image path can be read.
PugiXML is used for parsing XML files - its license can be found in src/pugiXML/pugiXML_license.txt.
SDL_image is used for loading screenshots with the detailed GuiGameList.
Almost all invalid bash characters should be escaped in ROM paths now - including !$^&*()[]<>?;'"\.
2012-08-01 20:43:55 -05:00

54 lines
1.2 KiB
C++

#include "GameData.h"
#include <boost/filesystem.hpp>
#include <iostream>
bool GameData::isFolder() { return false; }
std::string GameData::getName() { return mName; }
std::string GameData::getPath() { return mPath; }
std::string GameData::getDescription() { return mDescription; }
std::string GameData::getImagePath() { return mImagePath; }
GameData::GameData(SystemData* system, std::string path, std::string name)
{
mSystem = system;
mPath = path;
mName = name;
mDescription = "";
mImagePath = "";
}
std::string GameData::getBashPath()
{
//a quick and dirty way to insert a backslash before most characters that would mess up a bash path
std::string path = mPath;
const char* invalidChars = " '\"\\!$^&*(){}[]?;<>";
for(unsigned int i = 0; i < path.length(); i++)
{
char c;
unsigned int charNum = 0;
do {
c = invalidChars[charNum];
if(path[i] == c)
{
path.insert(i, "\\");
i++;
break;
}
charNum++;
} while(c != '\0');
}
return path;
}
void GameData::set(std::string name, std::string description, std::string imagePath)
{
if(!name.empty())
mName = name;
if(!description.empty())
mDescription = description;
if(!imagePath.empty() && boost::filesystem::exists(imagePath))
mImagePath = imagePath;
}