ES-DE/es-app/src/FileData.cpp
Leon Styhre 079eccc169 Added a check for missing core files when using the %EMUPATH% variable.
Also refactored and simplified the code from the recent commits related to this.
2021-01-11 18:22:24 +01:00

1100 lines
41 KiB
C++

// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// FileData.cpp
//
// Provides game file data structures and functions to access and sort this information.
// Also provides functions to look up paths to media files and for launching games
// (launching initiated in ViewController).
//
#include "FileData.h"
#include "guis/GuiInfoPopup.h"
#include "utils/FileSystemUtil.h"
#include "utils/StringUtil.h"
#include "utils/TimeUtil.h"
#include "views/UIModeController.h"
#include "AudioManager.h"
#include "CollectionSystemsManager.h"
#include "FileFilterIndex.h"
#include "FileSorts.h"
#include "Log.h"
#include "MameNames.h"
#include "Platform.h"
#include "Scripting.h"
#include "SystemData.h"
#include "VolumeControl.h"
#include "Window.h"
#include <assert.h>
FileData::FileData(
FileType type,
const std::string& path,
SystemEnvironmentData* envData,
SystemData* system)
: mType(type),
mPath(path),
mSystem(system),
mEnvData(envData),
mSourceFileData(nullptr),
mParent(nullptr),
mOnlyFolders(false),
mDeletionFlag(false),
// Metadata is set in the constructor.
metadata(type == GAME ? GAME_METADATA : FOLDER_METADATA)
{
// Metadata needs at least a name field (since that's what getName() will return).
if (metadata.get("name").empty()) {
if ((system->hasPlatformId(PlatformIds::ARCADE) ||
system->hasPlatformId(PlatformIds::NEOGEO)) &&
metadata.getType() != FOLDER_METADATA) {
// If it's a MAME or Neo Geo game, expand the game name accordingly.
metadata.set("name",
MameNames::getInstance()->getCleanName(getCleanName()));
}
else {
if (metadata.getType() == FOLDER_METADATA && Utils::FileSystem::isHidden(mPath)) {
metadata.set("name", Utils::FileSystem::getFileName(mPath));
}
else {
metadata.set("name", getDisplayName());
}
}
}
mSystemName = system->getName();
metadata.resetChangedFlag();
}
FileData::~FileData()
{
if (mType == GAME)
mSystem->getIndex()->removeFromIndex(this);
while (mChildren.size() > 0)
delete (mChildren.front());
if (mParent)
mParent->removeChild(this);
}
std::string FileData::getDisplayName() const
{
std::string stem = Utils::FileSystem::getStem(mPath);
return stem;
}
std::string FileData::getCleanName() const
{
return Utils::String::removeParenthesis(this->getDisplayName());
}
const std::string& FileData::getName()
{
return metadata.get("name");
}
const std::string& FileData::getSortName()
{
if (metadata.get("sortname").empty())
return metadata.get("name");
else
return metadata.get("sortname");
}
const bool FileData::getFavorite()
{
if (metadata.get("favorite") == "true")
return true;
else
return false;
}
const bool FileData::getKidgame()
{
if (metadata.get("kidgame") == "true")
return true;
else
return false;
}
const bool FileData::getHidden()
{
if (metadata.get("hidden") == "true")
return true;
else
return false;
}
const bool FileData::getCountAsGame()
{
if (metadata.get("nogamecount") == "true")
return false;
else
return true;
}
const bool FileData::getExcludeFromScraper()
{
if (metadata.get("nomultiscrape") == "true")
return true;
else
return false;
}
const std::vector<FileData*> FileData::getChildrenRecursive() const
{
std::vector<FileData*> childrenRecursive;
for (auto it = mChildrenByFilename.cbegin();
it != mChildrenByFilename.cend(); it++) {
childrenRecursive.push_back((*it).second);
// Recurse through any subdirectories.
if ((*it).second->getType() == FOLDER) {
std::vector<FileData*> childrenSubdirectory = (*it).second->getChildrenRecursive();
childrenRecursive.insert(childrenRecursive.end(),
childrenSubdirectory.begin(), childrenSubdirectory.end());
}
}
return childrenRecursive;
}
const std::string FileData::getROMDirectory()
{
std::string romDirSetting = Settings::getInstance()->getString("ROMDirectory");
std::string romDirPath = "";
if (romDirSetting == "") {
romDirPath = Utils::FileSystem::getHomePath() + "/ROMs/";
}
else {
romDirPath = romDirSetting;
// Expand home path if ~ is used.
romDirPath = Utils::FileSystem::expandHomePath(romDirPath);
if (romDirPath.back() != '/')
romDirPath = romDirPath + "/";
}
// If %ESPATH% is used for the ROM path configuration, then expand it to the executable
// directory of ES. This is useful for a portable emulator installation, for instance on
// a USB memory stick.
romDirPath = Utils::String::replace(romDirPath, "%ESPATH%", Utils::FileSystem::getExePath());
return romDirPath;
}
const std::string FileData::getMediaDirectory()
{
std::string mediaDirSetting = Settings::getInstance()->getString("MediaDirectory");
std::string mediaDirPath = "";
if (mediaDirSetting == "") {
mediaDirPath = Utils::FileSystem::getHomePath() + "/.emulationstation/downloaded_media/";
}
else {
mediaDirPath = mediaDirSetting;
// Expand home path if ~ is used.
mediaDirPath = Utils::FileSystem::expandHomePath(mediaDirPath);
// Expand home symbol if the path starts with ~
if (mediaDirPath.back() != '/')
mediaDirPath = mediaDirPath + "/";
}
return mediaDirPath;
}
const std::string FileData::getMediafilePath(std::string subdirectory, std::string mediatype) const
{
std::vector<std::string> extList = { ".png", ".jpg" };
// Look for an image file in the media directory.
std::string tempPath = getMediaDirectory() + mSystemName + "/" +
subdirectory + "/" + getDisplayName();
for (int i = 0; i < extList.size(); i++) {
std::string mediaPath = tempPath + extList[i];
if (Utils::FileSystem::exists(mediaPath))
return mediaPath;
}
// No media found in the media directory, so look
// for local art as well (if configured to do so).
if (Settings::getInstance()->getBool("ROMDirGameMedia")) {
for (int i = 0; i < extList.size(); i++) {
std::string localMediaPath = mEnvData->mStartPath + "/images/" +
getDisplayName() + "-" + mediatype + extList[i];
if (Utils::FileSystem::exists(localMediaPath))
return localMediaPath;
}
}
return "";
}
const std::string FileData::getImagePath() const
{
// Look for a mix image (a combination of screenshot, 2D/3D box and marquee).
std::string image = getMediafilePath("miximages", "miximage");
if (image != "")
return image;
// If no mix image was found, try screenshot instead.
image = getMediafilePath("screenshots", "screenshot");
if (image != "")
return image;
// If no screenshot was found either, try cover.
return getMediafilePath("covers", "cover");
}
const std::string FileData::get3DBoxPath() const
{
return getMediafilePath("3dboxes", "3dbox");
}
const std::string FileData::getCoverPath() const
{
return getMediafilePath("covers", "cover");
}
const std::string FileData::getMarqueePath() const
{
return getMediafilePath("marquees", "marquee");
}
const std::string FileData::getMiximagePath() const
{
return getMediafilePath("miximages", "miximage");
}
const std::string FileData::getScreenshotPath() const
{
return getMediafilePath("screenshots", "screenshot");
}
const std::string FileData::getThumbnailPath() const
{
return getMediafilePath("thumbnails", "thumbnail");
}
const std::string FileData::getVideoPath() const
{
std::vector<std::string> extList = { ".avi", ".mkv", ".mov", ".mp4", ".wmv" };
std::string tempPath = getMediaDirectory() + mSystemName + "/videos/" + getDisplayName();
// Look for media in the media directory.
for (int i = 0; i < extList.size(); i++) {
std::string mediaPath = tempPath + extList[i];
if (Utils::FileSystem::exists(mediaPath))
return mediaPath;
}
// No media found in the media directory, so look
// for local art as well (if configured to do so).
if (Settings::getInstance()->getBool("ROMDirGameMedia"))
{
for (int i = 0; i < extList.size(); i++) {
std::string localMediaPath = mEnvData->mStartPath + "/videos/" +
getDisplayName() + "-video" + extList[i];
if (Utils::FileSystem::exists(localMediaPath))
return localMediaPath;
}
}
return "";
}
const std::vector<FileData*>& FileData::getChildrenListToDisplay()
{
FileFilterIndex* idx = mSystem->getIndex();
if (idx->isFiltered() || UIModeController::getInstance()->isUIModeKid()) {
mFilteredChildren.clear();
for (auto it = mChildren.cbegin(); it != mChildren.cend(); it++) {
if (idx->showFile((*it))) {
mFilteredChildren.push_back(*it);
}
}
return mFilteredChildren;
}
else {
return mChildren;
}
}
std::vector<FileData*> FileData::getFilesRecursive(unsigned int typeMask,
bool displayedOnly, bool countAllGames) const
{
std::vector<FileData*> out;
FileFilterIndex* idx = mSystem->getIndex();
for (auto it = mChildren.cbegin(); it != mChildren.cend(); it++) {
if ((*it)->getType() & typeMask) {
if (!displayedOnly || !idx->isFiltered() || idx->showFile(*it)) {
if (countAllGames)
out.push_back(*it);
else if ((*it)->getCountAsGame())
out.push_back(*it);
}
}
if ((*it)->getChildren().size() > 0) {
std::vector<FileData*> subChildren = (*it)->getFilesRecursive(typeMask, displayedOnly);
if (countAllGames) {
out.insert(out.cend(), subChildren.cbegin(), subChildren.cend());
}
else {
for (auto it = subChildren.cbegin(); it != subChildren.cend(); it++) {
if ((*it)->getCountAsGame())
out.push_back(*it);
}
}
}
}
return out;
}
std::vector<FileData*> FileData::getScrapeFilesRecursive(bool includeFolders,
bool excludeRecursively, bool respectExclusions) const
{
std::vector<FileData*> out;
for (auto it = mChildren.cbegin(); it != mChildren.cend(); it++) {
if (includeFolders && (*it)->getType() == FOLDER) {
if (!(respectExclusions && (*it)->getExcludeFromScraper()))
out.push_back(*it);
}
else if ((*it)->getType() == GAME) {
if (!(respectExclusions && (*it)->getExcludeFromScraper()))
out.push_back(*it);
}
// If the flag has been passed to exclude directories recursively, then skip the entire
// folder at this point if the folder is marked for scrape exclusion.
if (excludeRecursively && (*it)->getType() == FOLDER && (*it)->getExcludeFromScraper())
continue;
if ((*it)->getChildren().size() > 0) {
std::vector<FileData*> subChildren = (*it)->getScrapeFilesRecursive(
includeFolders, excludeRecursively, respectExclusions);
out.insert(out.cend(), subChildren.cbegin(), subChildren.cend());
}
}
return out;
}
std::string FileData::getKey() {
return getFileName();
}
const bool FileData::isArcadeAsset()
{
const std::string stem = Utils::FileSystem::getStem(mPath);
return ((mSystem && (mSystem->hasPlatformId(PlatformIds::ARCADE) ||
mSystem->hasPlatformId(PlatformIds::NEOGEO))) &&
(MameNames::getInstance()->isBios(stem) ||
MameNames::getInstance()->isDevice(stem)));
}
const bool FileData::isArcadeGame()
{
const std::string stem = Utils::FileSystem::getStem(mPath);
return ((mSystem && (mSystem->hasPlatformId(PlatformIds::ARCADE) ||
mSystem->hasPlatformId(PlatformIds::NEOGEO))) &&
(!MameNames::getInstance()->isBios(stem) &&
!MameNames::getInstance()->isDevice(stem)));
}
FileData* FileData::getSourceFileData()
{
return this;
}
void FileData::addChild(FileData* file)
{
assert(mType == FOLDER);
assert(file->getParent() == nullptr);
const std::string key = file->getKey();
if (mChildrenByFilename.find(key) == mChildrenByFilename.cend()) {
mChildrenByFilename[key] = file;
mChildren.push_back(file);
file->mParent = this;
}
}
void FileData::removeChild(FileData* file)
{
assert(mType == FOLDER);
assert(file->getParent() == this);
mChildrenByFilename.erase(file->getKey());
for (auto it = mChildren.cbegin(); it != mChildren.cend(); it++) {
if (*it == file) {
file->mParent = nullptr;
mChildren.erase(it);
return;
}
}
// File somehow wasn't in our children.
assert(false);
}
void FileData::sort(ComparisonFunction& comparator,
std::pair<unsigned int, unsigned int>& gameCount)
{
mOnlyFolders = true;
mHasFolders = false;
bool foldersOnTop = Settings::getInstance()->getBool("FoldersOnTop");
bool showHiddenGames = Settings::getInstance()->getBool("ShowHiddenGames");
bool isKidMode = UIModeController::getInstance()->isUIModeKid();
std::vector<FileData*> mChildrenFolders;
std::vector<FileData*> mChildrenOthers;
if (mSystem->isGroupedCustomCollection())
gameCount = {};
if (!showHiddenGames) {
for (auto it = mChildren.begin(); it != mChildren.end();) {
// If the option to hide hidden games has been set and the game is hidden,
// then skip it. Normally games are hidden during loading of the gamelists in
// Gamelist::parseGamelist() and this code should only run when a user has marked
// an entry manually as hidden. So upon the next application startup, this game
// should be filtered already at that earlier point.
if ((*it)->getHidden())
it = mChildren.erase(it);
// Also hide folders where all its entries have been hidden.
else if ((*it)->getType() == FOLDER && (*it)->getChildren().size() == 0)
it = mChildren.erase(it);
else
it++;
}
}
// The main custom collections view is sorted during startup in CollectionSystemsManager.
// The individual collections are however sorted as any normal systems/folders.
if (mSystem->isCollection() && mSystem->getFullName() == "collections") {
std::pair<unsigned int, unsigned int> tempGameCount = {};
for (auto it = mChildren.cbegin(); it != mChildren.cend(); it++) {
if ((*it)->getChildren().size() > 0)
(*it)->sort(comparator, gameCount);
tempGameCount.first += gameCount.first;
tempGameCount.second += gameCount.second;
gameCount = {};
}
gameCount = tempGameCount;
return;
}
if (foldersOnTop) {
for (unsigned int i = 0; i < mChildren.size(); i++) {
if (mChildren[i]->getType() == FOLDER) {
mChildrenFolders.push_back(mChildren[i]);
}
else {
mChildrenOthers.push_back(mChildren[i]);
mOnlyFolders = false;
}
}
// If the requested sorting is not by filename, then sort in ascending filename order
// as a first step, in order to get a correct secondary sorting.
if (getSortTypeFromString("filename, ascending").comparisonFunction != comparator &&
getSortTypeFromString("filename, descending").comparisonFunction != comparator) {
std::stable_sort(mChildrenFolders.begin(), mChildrenFolders.end(),
getSortTypeFromString("filename, ascending").comparisonFunction);
std::stable_sort(mChildrenOthers.begin(), mChildrenOthers.end(),
getSortTypeFromString("filename, ascending").comparisonFunction);
}
if (foldersOnTop && mOnlyFolders)
std::stable_sort(mChildrenFolders.begin(), mChildrenFolders.end(), comparator);
std::stable_sort(mChildrenOthers.begin(), mChildrenOthers.end(), comparator);
mChildren.erase(mChildren.begin(), mChildren.end());
mChildren.reserve(mChildrenFolders.size() + mChildrenOthers.size());
mChildren.insert(mChildren.end(), mChildrenFolders.begin(), mChildrenFolders.end());
mChildren.insert(mChildren.end(), mChildrenOthers.begin(), mChildrenOthers.end());
}
else {
// If the requested sorting is not by filename, then sort in ascending filename order
// as a first step, in order to get a correct secondary sorting.
if (getSortTypeFromString("filename, ascending").comparisonFunction != comparator &&
getSortTypeFromString("filename, descending").comparisonFunction != comparator)
std::stable_sort(mChildren.begin(), mChildren.end(),
getSortTypeFromString("filename, ascending").comparisonFunction);
std::stable_sort(mChildren.begin(), mChildren.end(), comparator);
}
for (auto it = mChildren.cbegin(); it != mChildren.cend(); it++) {
// Game count, which will be displayed in the system view.
if ((*it)->getType() == GAME && (*it)->getCountAsGame()) {
if (!isKidMode || (isKidMode && (*it)->getKidgame())) {
gameCount.first++;
if ((*it)->getFavorite())
gameCount.second++;
}
}
if ((*it)->getType() != FOLDER)
mOnlyFolders = false;
else
mHasFolders = true;
// Iterate through any child folders.
if ((*it)->getChildren().size() > 0)
(*it)->sort(comparator, gameCount);
}
if (mSystem->isGroupedCustomCollection())
mGameCount = gameCount;
}
void FileData::sortFavoritesOnTop(ComparisonFunction& comparator,
std::pair<unsigned int, unsigned int>& gameCount)
{
mOnlyFolders = true;
mHasFolders = false;
bool foldersOnTop = Settings::getInstance()->getBool("FoldersOnTop");
bool showHiddenGames = Settings::getInstance()->getBool("ShowHiddenGames");
bool isKidMode = UIModeController::getInstance()->isUIModeKid();
std::vector<FileData*> mChildrenFolders;
std::vector<FileData*> mChildrenFavoritesFolders;
std::vector<FileData*> mChildrenFavorites;
std::vector<FileData*> mChildrenOthers;
if (mSystem->isGroupedCustomCollection())
gameCount = {};
// The main custom collections view is sorted during startup in CollectionSystemsManager.
// The individual collections are however sorted as any normal systems/folders.
if (mSystem->isCollection() && mSystem->getFullName() == "collections") {
std::pair<unsigned int, unsigned int> tempGameCount = {};
for (auto it = mChildren.cbegin(); it != mChildren.cend(); it++) {
if ((*it)->getChildren().size() > 0)
(*it)->sortFavoritesOnTop(comparator, gameCount);
tempGameCount.first += gameCount.first;
tempGameCount.second += gameCount.second;
gameCount = {};
}
gameCount = tempGameCount;
return;
}
for (unsigned int i = 0; i < mChildren.size(); i++) {
// If the option to hide hidden games has been set and the game is hidden,
// then skip it. Normally games are hidden during loading of the gamelists in
// Gamelist::parseGamelist() and this code should only run when a user has marked
// an entry manually as hidden. So upon the next application startup, this game
// should be filtered already at that earlier point.
if (!showHiddenGames && mChildren[i]->getHidden())
continue;
// Also hide folders where all its entries have been hidden.
else if (mChildren[i]->getType() == FOLDER && mChildren[i]->getChildren().size() == 0)
continue;
// Game count, which will be displayed in the system view.
if (mChildren[i]->getType() == GAME && mChildren[i]->getCountAsGame()) {
if (!isKidMode || (isKidMode && mChildren[i]->getKidgame())) {
gameCount.first++;
if (mChildren[i]->getFavorite())
gameCount.second++;
}
}
if (foldersOnTop && mChildren[i]->getType() == FOLDER) {
if (!mChildren[i]->getFavorite())
mChildrenFolders.push_back(mChildren[i]);
else
mChildrenFavoritesFolders.push_back(mChildren[i]);
}
else if (mChildren[i]->getFavorite()) {
mChildrenFavorites.push_back(mChildren[i]);
}
else {
mChildrenOthers.push_back(mChildren[i]);
}
if (mChildren[i]->getType() != FOLDER)
mOnlyFolders = false;
else
mHasFolders = true;
}
if (mSystem->isGroupedCustomCollection())
mGameCount = gameCount;
// If there are favorite folders and this is a mixed list, then don't handle these
// separately but instead merge them into the same vector. This is a quite wasteful
// approach but the scenario where a user has a mixed folder and files list and marks
// some folders as favorites is probably a rare situation.
if (!mOnlyFolders && mChildrenFavoritesFolders.size() > 0) {
mChildrenFolders.insert(mChildrenFolders.end(), mChildrenFavoritesFolders.begin(),
mChildrenFavoritesFolders.end());
mChildrenFavoritesFolders.erase(mChildrenFavoritesFolders.begin(),
mChildrenFavoritesFolders.end());
std::stable_sort(mChildrenFolders.begin(), mChildrenFolders.end(),
getSortTypeFromString("filename, ascending").comparisonFunction);
}
// If the requested sorting is not by filename, then sort in ascending filename order
// as a first step, in order to get a correct secondary sorting.
if (getSortTypeFromString("filename, ascending").comparisonFunction != comparator &&
getSortTypeFromString("filename, descending").comparisonFunction != comparator) {
std::stable_sort(mChildrenFolders.begin(), mChildrenFolders.end(),
getSortTypeFromString("filename, ascending").comparisonFunction);
std::stable_sort(mChildrenFavoritesFolders.begin(), mChildrenFavoritesFolders.end(),
getSortTypeFromString("filename, ascending").comparisonFunction);
std::stable_sort(mChildrenFavorites.begin(), mChildrenFavorites.end(),
getSortTypeFromString("filename, ascending").comparisonFunction);
std::stable_sort(mChildrenOthers.begin(), mChildrenOthers.end(),
getSortTypeFromString("filename, ascending").comparisonFunction);
}
// Sort favorite games and the other games separately.
if (foldersOnTop && mOnlyFolders) {
std::stable_sort(mChildrenFavoritesFolders.begin(),
mChildrenFavoritesFolders.end(), comparator);
std::stable_sort(mChildrenFolders.begin(), mChildrenFolders.end(), comparator);
}
std::stable_sort(mChildrenFavorites.begin(), mChildrenFavorites.end(), comparator);
std::stable_sort(mChildrenOthers.begin(), mChildrenOthers.end(), comparator);
// Iterate through any child favorite folders.
for (auto it = mChildrenFavoritesFolders.cbegin(); it !=
mChildrenFavoritesFolders.cend(); it++) {
if ((*it)->getChildren().size() > 0)
(*it)->sortFavoritesOnTop(comparator, gameCount);
}
// Iterate through any child folders.
for (auto it = mChildrenFolders.cbegin(); it != mChildrenFolders.cend(); it++) {
if ((*it)->getChildren().size() > 0)
(*it)->sortFavoritesOnTop(comparator, gameCount);
}
// If folders are not sorted on top, mChildrenFavoritesFolders and mChildrenFolders
// could be empty. So due to this, step through all mChildren and see if there are
// any folders that we need to iterate.
if (mChildrenFavoritesFolders.size() == 0 && mChildrenFolders.size() == 0) {
for (auto it = mChildren.cbegin(); it != mChildren.cend(); it++) {
if ((*it)->getChildren().size() > 0)
(*it)->sortFavoritesOnTop(comparator, gameCount);
}
}
// Combine the individually sorted favorite games and other games vectors.
mChildren.erase(mChildren.begin(), mChildren.end());
mChildren.reserve(mChildrenFavoritesFolders.size() + mChildrenFolders.size() +
mChildrenFavorites.size() + mChildrenOthers.size());
mChildren.insert(mChildren.end(), mChildrenFavoritesFolders.begin(),
mChildrenFavoritesFolders.end());
mChildren.insert(mChildren.end(), mChildrenFolders.begin(), mChildrenFolders.end());
mChildren.insert(mChildren.end(), mChildrenFavorites.begin(), mChildrenFavorites.end());
mChildren.insert(mChildren.end(), mChildrenOthers.begin(), mChildrenOthers.end());
}
void FileData::sort(const SortType& type, bool mFavoritesOnTop)
{
mGameCount = std::make_pair(0, 0);
if (mFavoritesOnTop)
sortFavoritesOnTop(*type.comparisonFunction, mGameCount);
else
sort(*type.comparisonFunction, mGameCount);
}
void FileData::countGames(std::pair<unsigned int, unsigned int>& gameCount)
{
bool isKidMode = (Settings::getInstance()->getString("UIMode") == "kid" ||
Settings::getInstance()->getBool("ForceKid"));
(Settings::getInstance()->getString("UIMode") == "kid" ||
Settings::getInstance()->getBool("ForceKid"));
for (unsigned int i = 0; i < mChildren.size(); i++) {
if (mChildren[i]->getType() == GAME && mChildren[i]->getCountAsGame()) {
if (!isKidMode || (isKidMode && mChildren[i]->getKidgame())) {
gameCount.first++;
if (mChildren[i]->getFavorite())
gameCount.second++;
}
}
// Iterate through any folders.
else if (mChildren[i]->getType() == FOLDER)
mChildren[i]->countGames(gameCount);
}
mGameCount = gameCount;
}
FileData::SortType FileData::getSortTypeFromString(std::string desc) {
std::vector<FileData::SortType> SortTypes = FileSorts::SortTypes;
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 no type was found then default to "filename, ascending".
return FileSorts::SortTypes.at(0);
}
void FileData::launchGame(Window* window)
{
LOG(LogInfo) << "Launching game \"" << this->metadata.get("name") << "\"...";
std::string command = "";
// Check if there is a launch command override for the game
// and the corresponding option to use it has been set.
if (Settings::getInstance()->getBool("LaunchCommandOverride") &&
!metadata.get("launchcommand").empty())
command = metadata.get("launchcommand");
else
command = mEnvData->mLaunchCommand;
std::string commandRaw = command;
const std::string romPath = Utils::FileSystem::getEscapedPath(getPath());
const std::string baseName = Utils::FileSystem::getStem(getPath());
const std::string romRaw = Utils::FileSystem::getPreferredPath(getPath());
const std::string esPath = Utils::FileSystem::getExePath();
const std::string emulatorCorePath = Settings::getInstance()->getString("EmulatorCorePath");
command = Utils::String::replace(command, "%ROM%", romPath);
command = Utils::String::replace(command, "%BASENAME%", baseName);
command = Utils::String::replace(command, "%ROMRAW%", romRaw);
command = Utils::String::replace(command, "%ESPATH%", esPath);
// Expand home path if ~ is used.
command = Utils::FileSystem::expandHomePath(command);
// If there's a quotation mark before the %COREPATH% variable, then remove it.
// The closing quotation mark will be removed later below.
command = Utils::String::replace(command, "\"%COREPATH%", "%COREPATH%");
// Get the emulator path, which will be used to check that the emulator binary actually
// exists, as well as for expanding the %EMUPATH% variable.
std::string emuPath = findEmulatorPath(command);
if (emuPath.empty()) {
LOG(LogError) << "Couldn't launch game, emulator binary not found";
LOG(LogError) << "Raw emulator launch command:";
LOG(LogError) << commandRaw;
GuiInfoPopup* s = new GuiInfoPopup(window, "ERROR: COULDN'T FIND EMULATOR, HAS IT " \
"BEEN PROPERLY INSTALLED?", 6000);
window->setInfoPopup(s);
return;
}
// If %EMUPATH% is used in es_systems.cfg for this system, then check that the core file
// actually exists.
auto emuPathPos = command.find("%EMUPATH%");
if (emuPathPos != std::string::npos) {
bool hasQuotationMark = false;
unsigned int quotationMarkPos = 0;
if (command.find("\"%EMUPATH%", emuPathPos - 1) != std::string::npos) {
hasQuotationMark = true;
quotationMarkPos = static_cast<unsigned int>(
command.find("\"", emuPathPos + 9) - emuPathPos);
}
auto spacePos = command.find(" ", emuPathPos + quotationMarkPos);
std::string coreRaw;
std::string coreFile;
if (spacePos != std::string::npos) {
coreRaw = command.substr(emuPathPos, spacePos - emuPathPos);
coreFile = emuPath + command.substr(emuPathPos + 9, spacePos - emuPathPos - 9);
if (hasQuotationMark) {
coreRaw.pop_back();
coreFile.pop_back();
}
if (!Utils::FileSystem::isRegularFile(coreFile) &&
!Utils::FileSystem::isSymlink(coreFile)) {
LOG(LogError) << "Couldn't launch game, emulator core file \"" <<
Utils::FileSystem::getFileName(coreFile) << "\" does not exist";
LOG(LogError) << "Raw emulator launch command:";
LOG(LogError) << commandRaw;
GuiInfoPopup* s = new GuiInfoPopup(window,
"ERROR: COULDN'T FIND EMULATOR CORE FILE '" +
Utils::String::toUpper(Utils::FileSystem::getFileName(coreFile)) +
"'", 6000);
window->setInfoPopup(s);
return;
}
else {
if (hasQuotationMark) {
command = command.replace(emuPathPos + quotationMarkPos, 1, "");
emuPathPos--;
command = command.replace(emuPathPos, 1, "");
}
coreFile = Utils::FileSystem::getEscapedPath(coreFile);
command = command.replace(emuPathPos, coreRaw.size(), coreFile);
}
}
else {
LOG(LogError) << "Invalid entry in systems configuration file es_systems.cfg";
LOG(LogError) << "Raw emulator launch command:";
LOG(LogError) << commandRaw;
GuiInfoPopup* s = new GuiInfoPopup(window, "ERROR: INVALID ENTRY IN SYSTEMS " \
"CONFIGURATION FILE", 6000);
window->setInfoPopup(s);
return;
}
}
// If %COREPATH% is used in es_systems.cfg for this system, try to find the emulator
// core using the core paths defined in the setting EmulatorCorePath.
auto corePos = command.find("%COREPATH%");
if (corePos != std::string::npos && emulatorCorePath.size() > 0) {
std::string coreName;
bool foundCoreFile = false;
#if defined(_WIN64)
std::vector<std::string> corePaths =
Utils::String::delimitedStringToVector(emulatorCorePath, ";");
#else
std::vector<std::string> corePaths =
Utils::String::delimitedStringToVector(emulatorCorePath, ":");
#endif
auto spacePos = command.find(" ", corePos);
if (spacePos != std::string::npos) {
coreName = command.substr(corePos + 10, spacePos - corePos - 10);
for (auto path : corePaths) {
std::string coreFile = Utils::FileSystem::expandHomePath(path + coreName);
// Expand %EMUPATH% if it has been used in the %COREPATH% variable.
auto stringPos = coreFile.find("%EMUPATH%");
if (stringPos != std::string::npos)
coreFile = coreFile.replace(stringPos, 9, emuPath);
// Expand %ESPATH% if it has been used in the %COREPATH% variable.
stringPos = coreFile.find("%ESPATH%");
if (stringPos != std::string::npos) {
coreFile = coreFile.replace(stringPos, 8, esPath);
#if defined(_WIN64)
coreFile = Utils::String::replace(coreFile, "/", "\\");
#endif
}
// Remove any quotation mark as it will make the file functions fail.
if (coreFile.find("\"") != std::string::npos)
coreFile = Utils::String::replace(coreFile, "\"", "");
if (Utils::FileSystem::isRegularFile(coreFile) ||
Utils::FileSystem::isSymlink(coreFile)) {
foundCoreFile = true;
// Escape any blankspaces.
if (coreFile.find(" ") != std::string::npos)
coreFile = Utils::FileSystem::getEscapedPath(coreFile);
command.replace(corePos, spacePos - corePos, coreFile);
break;
}
}
}
else {
LOG(LogError) << "Invalid entry in systems configuration file es_systems.cfg";
LOG(LogError) << "Raw emulator launch command:";
LOG(LogError) << commandRaw;
GuiInfoPopup* s = new GuiInfoPopup(window, "ERROR: INVALID ENTRY IN SYSTEMS " \
"CONFIGURATION FILE", 6000);
window->setInfoPopup(s);
return;
}
if (!foundCoreFile && coreName.size() > 0) {
LOG(LogError) << "Couldn't launch game, emulator core file \"" <<
coreName.substr(1, coreName.size() - 1) << "\" does not exist";
LOG(LogError) << "Raw emulator launch command:";
LOG(LogError) << commandRaw;
LOG(LogError) << "Configured core path:";
LOG(LogError) << emulatorCorePath;
GuiInfoPopup* s = new GuiInfoPopup(window, "ERROR: COULDN'T FIND EMULATOR CORE FILE '" +
Utils::String::toUpper(coreName.substr(1, coreName.size() - 1) + "'"), 6000);
window->setInfoPopup(s);
return;
}
}
else if (corePos != std::string::npos) {
LOG(LogError) << "The variable %COREPATH% is used in es_systems.cfg but " \
"no paths are defined using the setting EmulatorCorePath";
GuiInfoPopup* s = new GuiInfoPopup(window, "ERROR: NO CORE PATHS CONFIGURED, " \
"CAN'T LOCATE EMULATOR CORE", 6000);
window->setInfoPopup(s);
return;
}
Scripting::fireEvent("game-start", romPath, getSourceFileData()->metadata.get("name"));
int returnValue = 0;
LOG(LogDebug) << "Raw emulator launch command:";
LOG(LogDebug) << commandRaw;
LOG(LogInfo) << "Expanded emulator launch command:";
LOG(LogInfo) << command;
#if defined(_WIN64)
returnValue = launchEmulatorWindows(Utils::String::stringToWideString(command));
#else
returnValue = launchEmulatorUnix(command);
#endif
// Notify the user in case of a failed game launch using a popup window.
if (returnValue != 0) {
LOG(LogWarning) << "...launch terminated with nonzero return value " << returnValue;
GuiInfoPopup* s = new GuiInfoPopup(window, "ERROR LAUNCHING GAME '" +
Utils::String::toUpper(metadata.get("name")) + "' (ERROR CODE " +
Utils::String::toUpper(std::to_string(returnValue) + ")"), 6000);
window->setInfoPopup(s);
}
else {
// Stop showing the game launch notification.
window->stopInfoPopup();
#if defined(_WIN64)
// This code is only needed for Windows, where we may need to keep ES running while
// the game/emulator is in use. It's basically used to pause any playing game video
// and to keep the screensaver from activating.
if (Settings::getInstance()->getBool("RunInBackground"))
window->setLaunchedGame();
else
// Normalize deltaTime so that the screensaver does not start immediately
// when returning from the game.
window->normalizeNextUpdate();
#else
// Normalize deltaTime so that the screensaver does not start immediately
// when returning from the game.
window->normalizeNextUpdate();
#endif
}
Scripting::fireEvent("game-end", romPath, getSourceFileData()->metadata.get("name"));
// Re-enable the text scrolling that was disabled in ViewController on game launch.
window->setAllowTextScrolling(true);
// Update number of times the game has been launched.
FileData* gameToUpdate = getSourceFileData();
int timesPlayed = gameToUpdate->metadata.getInt("playcount") + 1;
gameToUpdate->metadata.set("playcount", std::to_string(static_cast<long long>(timesPlayed)));
// Update last played time.
gameToUpdate->metadata.set("lastplayed", Utils::Time::DateTime(Utils::Time::now()));
// If the parent is a folder and it's not the root of the system, then update its lastplayed
// timestamp to the same time as the game that was just launched.
if (gameToUpdate->getParent()->getType() == FOLDER && gameToUpdate->getParent()->getName() !=
gameToUpdate->getSystem()->getFullName()) {
gameToUpdate->getParent()->metadata.set("lastplayed",
gameToUpdate->metadata.get("lastplayed"));
}
CollectionSystemsManager::get()->refreshCollectionSystems(gameToUpdate);
gameToUpdate->mSystem->onMetaDataSavePoint();
}
std::string FileData::findEmulatorPath(const std::string& command)
{
// Extract the emulator executable from the launch command string. This could either be
// just the program name, assuming the binary is in the PATH variable of the operating
// system, or it could be an absolute path to the emulator. (In the latter case, if
// there is a space in the the path, it needs to be enclosed by quotation marks in
// es_systems.cfg.)
std::string emuExecutable;
std::string exePath;
// If the first character is a quotation mark, then we need to extract up to the
// next quotation mark, otherwise we'll only extract up to the first space character.
if (command.front() == '\"') {
std::string emuTemp = command.substr(1, std::string::npos);
emuExecutable = emuTemp.substr(0, emuTemp.find('"'));
}
else {
emuExecutable = command.substr(0, command.find(' '));
}
#if defined(_WIN64)
std::wstring emuExecutableWide = Utils::String::stringToWideString(emuExecutable);
// Search for the emulator using the PATH environmental variable.
DWORD size = SearchPathW(nullptr, emuExecutableWide.c_str(), L".exe", 0, nullptr, nullptr);
if (size) {
std::vector<wchar_t> pathBuffer(static_cast<size_t>(size) + 1 );
wchar_t* fileName = nullptr;
SearchPathW(nullptr, emuExecutableWide.c_str(), L".exe", size + 1 ,
pathBuffer.data(), &fileName);
std::wstring pathString = pathBuffer.data();
if (pathString.length()) {
exePath = Utils::String::wideStringToString(pathString.substr(0, pathString.size() -
std::wstring(fileName).size()));
exePath.pop_back();
}
}
#else
if (Utils::FileSystem::isRegularFile(emuExecutable) ||
Utils::FileSystem::isSymlink(emuExecutable))
exePath = Utils::FileSystem::getParent(emuExecutable);
else
exePath = Utils::FileSystem::getPathToBinary(emuExecutable);
#endif
return exePath;
}
CollectionFileData::CollectionFileData(FileData* file, SystemData* system)
: FileData(file->getSourceFileData()->getType(), file->getSourceFileData()->getPath(),
file->getSourceFileData()->getSystemEnvData(), system)
{
// We use this constructor to create a clone of the filedata, and change its system.
mSourceFileData = file->getSourceFileData();
refreshMetadata();
mParent = nullptr;
metadata = mSourceFileData->metadata;
mSystemName = mSourceFileData->getSystem()->getName();
}
CollectionFileData::~CollectionFileData()
{
// Need to remove collection file data at the collection object destructor.
if (mParent)
mParent->removeChild(this);
mParent = nullptr;
}
std::string CollectionFileData::getKey() {
return getFullPath();
}
FileData* CollectionFileData::getSourceFileData()
{
return mSourceFileData;
}
void CollectionFileData::refreshMetadata()
{
metadata = mSourceFileData->metadata;
mDirty = true;
}
const std::string& CollectionFileData::getName()
{
if (mDirty) {
mCollectionFileName =
Utils::String::removeParenthesis(mSourceFileData->metadata.get("name"));
mCollectionFileName +=
" [" + Utils::String::toUpper(mSourceFileData->getSystem()->getName()) + "]";
mDirty = false;
}
if (Settings::getInstance()->getBool("CollectionShowSystemInfo"))
return mCollectionFileName;
return mSourceFileData->metadata.get("name");
}