mirror of
https://github.com/RetroDECK/ES-DE.git
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178 lines
5.8 KiB
C++
178 lines
5.8 KiB
C++
// SPDX-License-Identifier: MIT
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//
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// EmulationStation Desktop Edition
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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.xml 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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#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 "ThemeData.h"
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#include <algorithm>
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#include <map>
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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::vector<std::pair<std::string, std::string>> mLaunchCommands;
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std::vector<PlatformIds::PlatformId> mPlatformIds;
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};
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class FindRules
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{
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public:
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FindRules();
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void loadFindRules();
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private:
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struct EmulatorRules {
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#if defined(_WIN64)
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std::vector<std::string> winRegistryPaths;
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std::vector<std::string> winRegistryValues;
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#endif
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std::vector<std::string> systemPaths;
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std::vector<std::string> staticPaths;
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};
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struct CoreRules {
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std::vector<std::string> corePaths;
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};
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std::map<std::string, struct EmulatorRules> mEmulators;
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std::map<std::string, struct CoreRules> mCores;
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friend FileData;
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};
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class SystemData
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{
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public:
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SystemData(const std::string& name,
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const std::string& fullName,
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const std::string& sortName,
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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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bool CustomCollectionSystem = false);
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~SystemData();
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FileData* getRootFolder() const { return mRootFolder; }
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const std::string& getName() const { return mName; }
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const std::string& getFullName() const { return mFullName; }
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const std::string& getSortName() const { return mSortName; }
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const std::string& getStartPath() const { return mEnvData->mStartPath; }
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const std::vector<std::string>& getExtensions() const { return mEnvData->mSearchExtensions; }
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const std::string& getThemeFolder() const { return mThemeFolder; }
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SystemEnvironmentData* getSystemEnvData() const { return mEnvData; }
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const std::vector<PlatformIds::PlatformId>& getPlatformIds() const
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{
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return mEnvData->mPlatformIds;
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}
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bool hasPlatformId(PlatformIds::PlatformId id)
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{
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if (!mEnvData)
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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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}
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const std::shared_ptr<ThemeData> getTheme() const { return mTheme; }
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std::string getGamelistPath(bool forWrite) const;
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std::string getThemePath() const;
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std::pair<unsigned int, unsigned int> getDisplayedGameCount() const;
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const bool getFlattenFolders() const { return mFlattenFolders; }
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const bool getScrapeFlag() const { return mScrapeFlag; }
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void setScrapeFlag(bool scrapeflag) { mScrapeFlag = scrapeflag; }
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const std::string& getAlternativeEmulator() const { return mAlternativeEmulator; }
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void setAlternativeEmulator(const std::string& command) { mAlternativeEmulator = command; }
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std::string getLaunchCommandFromLabel(const std::string& label);
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static void deleteSystems();
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// Loads the systems configuration file(s) at getConfigPath() and creates the systems.
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static bool loadConfig();
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static std::vector<std::string> getConfigPath();
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// Parses an optional es_systems_sorting.xml file.
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static void loadSortingConfig();
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// Generates the game system directories and information files based on es_systems.xml.
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static bool createSystemDirectories();
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static inline std::vector<SystemData*> sSystemVector;
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static inline std::unique_ptr<FindRules> sFindRules;
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static inline bool sStartupExitSignal {false};
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const bool isCollection() const { return mIsCollectionSystem; }
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const bool isCustomCollection() const { return mIsCustomCollectionSystem; }
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const bool isGroupedCustomCollection() const { return mIsGroupedCustomCollectionSystem; }
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void setIsGroupedCustomCollection(bool isGroupedCustom)
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{
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mIsGroupedCustomCollectionSystem = isGroupedCustom;
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};
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const bool isGameSystem() const { return mIsGameSystem; }
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static SystemData* getSystemByName(const std::string& systemName);
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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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FileData* getRandomGame(const FileData* currentGame = nullptr, bool gameSelectorMode = false);
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FileData* getPlaceholder() { return mPlaceholder; }
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void sortSystem(bool reloadGamelist = true, bool jumpToFirstRow = false);
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// Load or reload theme.
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void loadTheme(ThemeTriggers::TriggerType trigger);
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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* rootFolder);
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private:
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std::string mName;
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std::string mFullName;
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std::string mSortName;
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SystemEnvironmentData* mEnvData;
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std::string mAlternativeEmulator;
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std::string mThemeFolder;
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std::shared_ptr<ThemeData> mTheme;
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bool mSymlinkMaxDepthReached;
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bool mIsCollectionSystem;
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bool mIsCustomCollectionSystem;
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bool mIsGroupedCustomCollectionSystem;
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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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bool mFlattenFolders;
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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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FileData* mPlaceholder;
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};
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#endif // ES_APP_SYSTEM_DATA_H
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