mirror of
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1501 lines
63 KiB
C++
1501 lines
63 KiB
C++
// SPDX-License-Identifier: MIT
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//
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// EmulationStation Desktop Edition
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// CollectionSystemsManager.cpp
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//
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// Manages collections of the following two types:
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// 1) Automatically populated (All games, Favorites and Recent/Last Played)
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// 2) Custom/user-created (could be any number of these)
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//
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// The automatic collections are basically virtual systems that have no
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// gamelist.xml files and that only exist in memory during the program session.
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// SystemData sets up the basic data structures and CollectionSystemsManager
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// populates and manages the collections.
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//
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// The custom collections have simple data files which are just lists of ROM files.
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//
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// In addition to this, CollectionSystemsManager also handles some logic for
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// normal systems such as adding and removing favorite games, including triggering
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// the required re-sort and refresh of the gamelists.
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//
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#include "CollectionSystemsManager.h"
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#include "FileData.h"
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#include "FileFilterIndex.h"
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#include "Log.h"
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#include "Settings.h"
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#include "SystemData.h"
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#include "ThemeData.h"
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#include "guis/GuiInfoPopup.h"
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#include "utils/FileSystemUtil.h"
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#include "utils/StringUtil.h"
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#include "utils/TimeUtil.h"
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#include "views/UIModeController.h"
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#include "views/ViewController.h"
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#include "views/gamelist/IGameListView.h"
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#include <fstream>
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#include <pugixml.hpp>
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#include <random>
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std::string myCollectionsName = "collections";
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#define LAST_PLAYED_MAX 50
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// Handles the getting, initialization, deinitialization,
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// saving and deletion of a CollectionSystemsManager instance.
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CollectionSystemsManager* CollectionSystemsManager::sInstance = nullptr;
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CollectionSystemsManager::CollectionSystemsManager(Window* window)
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: mWindow(window)
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{
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// clang-format off
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CollectionSystemDecl systemDecls[] = {
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// Type Name Long name Theme folder isCustom
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{AUTO_ALL_GAMES, "all", "all games", "auto-allgames", false},
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{AUTO_LAST_PLAYED, "recent", "last played", "auto-lastplayed", false},
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{AUTO_FAVORITES, "favorites", "favorites", "auto-favorites", false},
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{CUSTOM_COLLECTION, myCollectionsName, "collections", "custom-collections", true }
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};
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// clang-format on
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// Create a map of the collections.
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std::vector<CollectionSystemDecl> tempSystemDecl = std::vector<CollectionSystemDecl>(
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systemDecls, systemDecls + sizeof(systemDecls) / sizeof(systemDecls[0]));
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for (std::vector<CollectionSystemDecl>::const_iterator it = tempSystemDecl.cbegin();
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it != tempSystemDecl.cend(); it++)
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mCollectionSystemDeclsIndex[(*it).name] = (*it);
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// Setup the standard environment.
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mCollectionEnvData = new SystemEnvironmentData;
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mCollectionEnvData->mStartPath = "";
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std::vector<std::string> exts;
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mCollectionEnvData->mSearchExtensions = exts;
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std::vector<std::pair<std::string, std::string>> commands;
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mCollectionEnvData->mLaunchCommands = commands;
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std::vector<PlatformIds::PlatformId> allPlatformIds;
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allPlatformIds.push_back(PlatformIds::PLATFORM_IGNORE);
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mCollectionEnvData->mPlatformIds = allPlatformIds;
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std::string path = getCollectionsFolder();
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if (!Utils::FileSystem::exists(path))
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Utils::FileSystem::createDirectory(path);
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mIsEditingCustom = false;
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mHasEnabledCustomCollection = false;
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mEditingCollection = "Favorites";
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mEditingCollectionSystemData = nullptr;
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mCustomCollectionsBundle = nullptr;
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}
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CollectionSystemsManager::~CollectionSystemsManager()
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{
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assert(sInstance == this);
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// Don't attempt to remove any collections if no systems exist.
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if (SystemData::sSystemVector.size() > 0)
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removeCollectionsFromDisplayedSystems();
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// Delete all custom collections.
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for (std::map<std::string, CollectionSystemData, stringComparator>::const_iterator it =
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mCustomCollectionSystemsData.cbegin();
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it != mCustomCollectionSystemsData.cend(); it++)
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delete it->second.system;
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// Delete the custom collections bundle.
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if (mCustomCollectionsBundle)
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delete mCustomCollectionsBundle;
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// Delete the auto collections systems.
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for (auto it = mAutoCollectionSystemsData.cbegin(); // Line break.
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it != mAutoCollectionSystemsData.cend(); it++)
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delete (*it).second.system;
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delete mCollectionEnvData;
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sInstance = nullptr;
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}
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CollectionSystemsManager* CollectionSystemsManager::get()
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{
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assert(sInstance);
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return sInstance;
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}
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void CollectionSystemsManager::init(Window* window)
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{
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assert(!sInstance);
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sInstance = new CollectionSystemsManager(window);
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}
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void CollectionSystemsManager::deinit()
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{
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if (sInstance)
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delete sInstance;
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}
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void CollectionSystemsManager::saveCustomCollection(SystemData* sys)
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{
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const std::string rompath = FileData::getROMDirectory();
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std::string name = sys->getName();
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std::unordered_map<std::string, FileData*> games =
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sys->getRootFolder()->getChildrenByFilename();
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bool found = mCustomCollectionSystemsData.find(name) != mCustomCollectionSystemsData.cend();
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if (found) {
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CollectionSystemData sysData = mCustomCollectionSystemsData.at(name);
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// Read back any entries from the configuration file for game files that are
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// currently missing, and combine them with the active content. If we wouldn't do
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// this, they would be purged from the collection. Maybe a directory has been
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// temporarily moved or the files are not reachable for whatever reason. It would
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// be incredibly annoying to have entries purged from the collection in such
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// instances. Using the logic below, the handling of custom collections corresponds
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// to the handling of gamelist.xml files, i.e. it's up to the user to make a
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// conscious decision of what entries to remove.
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std::vector<std::string> fileGameEntries;
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std::vector<std::string> activeGameEntries;
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std::ifstream configFileIn;
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std::ofstream configFileOut;
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#if defined(_WIN64)
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configFileIn.open(
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Utils::String::stringToWideString(getCustomCollectionConfigPath(name)).c_str());
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#else
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configFileIn.open(getCustomCollectionConfigPath(name));
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#endif
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for (std::string gameEntry; getline(configFileIn, gameEntry);) {
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std::string gamePath = Utils::String::replace(gameEntry, "%ROMPATH%", rompath);
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gamePath = Utils::String::replace(gamePath, "//", "/");
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// Only add the entry if it's not a regular file or a symlink, in other words
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// only add missing files.
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if (!Utils::FileSystem::isRegularFile(gamePath) &&
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!Utils::FileSystem::isSymlink(gamePath))
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fileGameEntries.push_back(gameEntry);
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}
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configFileIn.close();
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for (std::unordered_map<std::string, FileData*>::const_iterator it = games.cbegin();
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it != games.cend(); it++) {
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std::string path = it->first;
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// If the ROM path of the game begins with the path from the setting
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// ROMDirectory (or the default ROM directory), then replace it with %ROMPATH%.
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if (path.find(rompath) == 0)
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path.replace(0, rompath.size(), "%ROMPATH%/");
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activeGameEntries.push_back(path);
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}
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fileGameEntries.insert(fileGameEntries.cend(), activeGameEntries.cbegin(),
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activeGameEntries.cend());
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std::sort(fileGameEntries.begin(), fileGameEntries.end());
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auto last = std::unique(fileGameEntries.begin(), fileGameEntries.end());
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fileGameEntries.erase(last, fileGameEntries.end());
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#if defined(_WIN64)
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configFileOut.open(
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Utils::String::stringToWideString(getCustomCollectionConfigPath(name)).c_str());
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#else
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configFileOut.open(getCustomCollectionConfigPath(name));
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#endif
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for (auto it = fileGameEntries.cbegin(); it != fileGameEntries.cend(); it++)
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configFileOut << (*it) << std::endl;
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configFileOut.close();
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}
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else {
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LOG(LogError) << "Couldn't find collection to save: " << name;
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}
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}
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void CollectionSystemsManager::loadCollectionSystems()
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{
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initAutoCollectionSystems();
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CollectionSystemDecl decl = mCollectionSystemDeclsIndex[myCollectionsName];
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mCustomCollectionsBundle = createNewCollectionEntry(decl.name, decl, false);
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// We will also load custom systems here.
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initCustomCollectionSystems();
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if (Settings::getInstance()->getString("CollectionSystemsAuto") != "" ||
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Settings::getInstance()->getString("CollectionSystemsCustom") != "") {
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// Now see which ones are enabled.
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loadEnabledListFromSettings();
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// Add to the main System Vector, and create Views as needed.
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updateSystemsList();
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}
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}
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void CollectionSystemsManager::loadEnabledListFromSettings()
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{
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// We parse the auto collection settings list.
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std::vector<std::string> autoSelected = Utils::String::delimitedStringToVector(
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Settings::getInstance()->getString("CollectionSystemsAuto"), ",", true);
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// Iterate the map.
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for (std::map<std::string, CollectionSystemData, stringComparator>::iterator it =
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mAutoCollectionSystemsData.begin();
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it != mAutoCollectionSystemsData.end(); it++) {
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it->second.isEnabled = (std::find(autoSelected.cbegin(), autoSelected.cend(), it->first) !=
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autoSelected.cend());
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}
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mHasEnabledCustomCollection = false;
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// Parse the custom collection settings list.
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std::vector<std::string> customSelected = Utils::String::delimitedStringToVector(
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Settings::getInstance()->getString("CollectionSystemsCustom"), ",", true);
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// Iterate the map.
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for (std::map<std::string, CollectionSystemData, stringComparator>::iterator it =
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mCustomCollectionSystemsData.begin();
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it != mCustomCollectionSystemsData.end(); it++) {
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it->second.isEnabled = (std::find(customSelected.cbegin(), customSelected.cend(),
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it->first) != customSelected.cend());
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if (it->second.isEnabled)
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mHasEnabledCustomCollection = true;
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}
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}
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void CollectionSystemsManager::updateSystemsList()
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{
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// Remove all collection systems.
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removeCollectionsFromDisplayedSystems();
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// Add custom enabled collections.
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addEnabledCollectionsToDisplayedSystems(&mCustomCollectionSystemsData);
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// Don't sort bundled collections unless at least one collection is enabled.
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if (!mIsEditingCustom && mHasEnabledCustomCollection) {
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FileData* rootFolder = mCustomCollectionsBundle->getRootFolder();
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// Sort the bundled custom collections.
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if (rootFolder->getChildren().size() > 0) {
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rootFolder->sort(rootFolder->getSortTypeFromString(rootFolder->getSortTypeString()),
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Settings::getInstance()->getBool("FavFirstCustom"));
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SystemData::sSystemVector.push_back(mCustomCollectionsBundle);
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}
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}
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// Add auto enabled collections.
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addEnabledCollectionsToDisplayedSystems(&mAutoCollectionSystemsData);
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// Create views for collections, before reload.
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for (auto sysIt = SystemData::sSystemVector.cbegin(); // Line break.
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sysIt != SystemData::sSystemVector.cend(); sysIt++) {
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if ((*sysIt)->isCollection())
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ViewController::get()->getGameListView((*sysIt));
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}
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// If we were editing a custom collection, and it's no longer enabled, exit edit mode.
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if (mIsEditingCustom && !mEditingCollectionSystemData->isEnabled) {
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exitEditMode();
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}
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}
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void CollectionSystemsManager::refreshCollectionSystems(FileData* file,
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bool refreshDisabledAutoCollections)
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{
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if (!file->getSystem()->isGameSystem() || file->getType() != GAME)
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return;
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// If not a collection but rather a real system, then pretend to be a
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// collection in order to be properly processed by updateCollectionSystem().
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// It's seemingly a bit strange, but without rewriting a lot of code for how
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// systems and collections are handled, it's likely the best approach.
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if (!file->getSystem()->isCollection()) {
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CollectionSystemData realSys;
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realSys.system = file->getSystem();
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realSys.isEnabled = true;
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realSys.isPopulated = true;
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realSys.decl.isCustom = false;
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updateCollectionSystem(file, realSys);
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}
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std::map<std::string, CollectionSystemData> allCollections;
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allCollections.insert(mAutoCollectionSystemsData.cbegin(), mAutoCollectionSystemsData.cend());
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allCollections.insert(mCustomCollectionSystemsData.cbegin(),
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mCustomCollectionSystemsData.cend());
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for (auto sysDataIt = allCollections.cbegin(); // Line break.
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sysDataIt != allCollections.cend(); sysDataIt++) {
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if (sysDataIt->second.isEnabled || (refreshDisabledAutoCollections &&
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!sysDataIt->second.system->isGroupedCustomCollection()))
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updateCollectionSystem(file, sysDataIt->second);
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}
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}
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void CollectionSystemsManager::updateCollectionSystem(FileData* file, CollectionSystemData sysData)
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{
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if (sysData.isPopulated) {
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// Skip all custom collections where the game does not exist.
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if (sysData.decl.isCustom) {
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if (!inCustomCollection(sysData.system->getFullName(), file))
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return;
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}
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// Collection files use the full path as key, to avoid clashes.
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std::string key = file->getFullPath();
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SystemData* curSys = sysData.system;
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bool mFavoritesSorting = false;
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// Read the applicable favorite sorting setting depending on whether the
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// system is a custom collection or not.
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if (sysData.decl.isCustom)
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mFavoritesSorting = Settings::getInstance()->getBool("FavFirstCustom");
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else
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mFavoritesSorting = Settings::getInstance()->getBool("FavoritesFirst");
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const std::unordered_map<std::string, FileData*>& children =
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curSys->getRootFolder()->getChildrenByFilename();
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bool found = children.find(key) != children.cend();
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FileData* rootFolder = curSys->getRootFolder();
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FileFilterIndex* fileIndex = curSys->getIndex();
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std::string name = curSys->getName();
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if (found) {
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// If we found it, we need to update it.
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FileData* collectionEntry = children.at(key);
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// Remove it from the index, so we can re-index the metadata after refreshing.
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fileIndex->removeFromIndex(collectionEntry);
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collectionEntry->refreshMetadata();
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// Found it, and we are removing it.
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if (name == "favorites" && file->metadata.get("favorite") == "false") {
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// Need to check if it is still marked as favorite, if not remove it.
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ViewController::get()->getGameListView(curSys).get()->remove(collectionEntry,
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false);
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}
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else if (name == "recent" && file->metadata.get("lastplayed") == "0") {
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// If lastplayed is set to 0 it means the entry has been cleared, and the
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// game should therefore be removed.
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ViewController::get()->getGameListView(curSys).get()->remove(collectionEntry,
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false);
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ViewController::get()->onFileChanged(rootFolder, true);
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}
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else if (curSys->isCollection() && !file->getCountAsGame()) {
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// If the countasgame flag has been set to false, then remove the game.
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if (curSys->isGroupedCustomCollection()) {
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ViewController::get()
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->getGameListView(curSys->getRootFolder()->getParent()->getSystem())
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.get()
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->remove(collectionEntry, false);
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FileData* parentRootFolder =
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rootFolder->getParent()->getSystem()->getRootFolder();
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parentRootFolder->sort(parentRootFolder->getSortTypeFromString(
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parentRootFolder->getSortTypeString()),
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mFavoritesSorting);
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GuiInfoPopup* s = new GuiInfoPopup(
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mWindow,
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"DISABLED '" +
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Utils::String::toUpper(
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Utils::String::removeParenthesis(file->getName())) +
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"' IN '" + Utils::String::toUpper(sysData.system->getName()) + "'",
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4000);
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mWindow->setInfoPopup(s);
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}
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else {
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ViewController::get()->getGameListView(curSys).get()->remove(collectionEntry,
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false);
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}
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rootFolder->sort(rootFolder->getSortTypeFromString(rootFolder->getSortTypeString()),
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mFavoritesSorting);
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}
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else {
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// Re-index with new metadata.
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fileIndex->addToIndex(collectionEntry);
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ViewController::get()->onFileChanged(collectionEntry, true);
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}
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}
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else {
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bool addGame = false;
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// We didn't find the entry in the collection, so we need to check if we should add it.
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if ((name == "recent" && file->metadata.get("playcount") > "0" &&
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file->getCountAsGame() && includeFileInAutoCollections(file)) ||
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(name == "favorites" && file->metadata.get("favorite") == "true" &&
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file->getCountAsGame())) {
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addGame = true;
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}
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else if (name == "all" && file->getCountAsGame()) {
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addGame = true;
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}
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if (addGame) {
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CollectionFileData* newGame = new CollectionFileData(file, curSys);
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rootFolder->addChild(newGame);
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fileIndex->addToIndex(newGame);
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ViewController::get()->getGameListView(curSys)->onFileChanged(newGame, true);
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}
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}
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if (name == "recent") {
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rootFolder->sort(rootFolder->getSortTypeFromString("last played, ascending"));
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}
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else if (sysData.decl.isCustom &&
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!Settings::getInstance()->getBool("UseCustomCollectionsSystem")) {
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rootFolder->sort(rootFolder->getSortTypeFromString(rootFolder->getSortTypeString()),
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mFavoritesSorting);
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}
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// If the game doesn't exist in the current system and it's a custom
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// collection, then skip the sorting.
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else if (sysData.decl.isCustom && children.find(file->getFullPath()) != children.cend()) {
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// For custom collections, update either the actual system or its parent depending
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// on whether the collection is grouped or not.
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if (rootFolder->getSystem()->isGroupedCustomCollection()) {
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rootFolder->getParent()->sort(rootFolder->getParent()->getSortTypeFromString(
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rootFolder->getParent()->getSortTypeString()),
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mFavoritesSorting);
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}
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else {
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rootFolder->sort(rootFolder->getSortTypeFromString(rootFolder->getSortTypeString()),
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mFavoritesSorting);
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}
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}
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else if (!sysData.decl.isCustom) {
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rootFolder->sort(rootFolder->getSortTypeFromString(rootFolder->getSortTypeString()),
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mFavoritesSorting);
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}
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if (name == "recent") {
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trimCollectionCount(rootFolder, LAST_PLAYED_MAX);
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ViewController::get()->onFileChanged(rootFolder, false);
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// This is a bit of a hack to prevent a jump to the first line of the gamelist
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// if an entry is manually adjusted from within the 'recent' gamelist, for example
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// by toggling a game as favorite. If the time since the last played timestamp is
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// less than two seconds, then assume that the game was actually just launched,
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// and therefore jump to the first line. The two seconds is incredibly generous
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// as normally it would rather be some milliseconds, but who knows what special
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// circumstances could cause a slight delay so let's keep a large margin.
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auto nTime = Utils::Time::now();
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if (nTime - Utils::Time::stringToTime(file->metadata.get("lastplayed")) < 2) {
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// Select the first row of the gamelist (the game just played).
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IGameListView* gameList =
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ViewController::get()->getGameListView(getSystemToView(sysData.system)).get();
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|
gameList->setCursor(gameList->getFirstEntry());
|
|
}
|
|
}
|
|
else {
|
|
ViewController::get()->onFileChanged(rootFolder, true);
|
|
// For custom collections, update either the actual system or its parent depending
|
|
// on whether the collection is grouped or not.
|
|
if (sysData.decl.isCustom) {
|
|
if (rootFolder->getSystem()->isGroupedCustomCollection())
|
|
ViewController::get()->onFileChanged(rootFolder->getParent(), true);
|
|
else
|
|
ViewController::get()->onFileChanged(rootFolder, true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CollectionSystemsManager::deleteCollectionFiles(FileData* file)
|
|
{
|
|
// Collection files use the full path as key, to avoid clashes.
|
|
std::string key = file->getFullPath();
|
|
|
|
// Find games in collection systems.
|
|
std::map<std::string, CollectionSystemData> allCollections;
|
|
allCollections.insert(mAutoCollectionSystemsData.cbegin(), mAutoCollectionSystemsData.cend());
|
|
allCollections.insert(mCustomCollectionSystemsData.cbegin(),
|
|
mCustomCollectionSystemsData.cend());
|
|
|
|
for (auto sysDataIt = allCollections.begin(); sysDataIt != allCollections.end(); sysDataIt++) {
|
|
if (sysDataIt->second.isPopulated) {
|
|
const std::unordered_map<std::string, FileData*>& children =
|
|
(sysDataIt->second.system)->getRootFolder()->getChildrenByFilename();
|
|
|
|
bool found = children.find(key) != children.cend();
|
|
if (found) {
|
|
FileData* collectionEntry = children.at(key);
|
|
SystemData* systemViewToUpdate = getSystemToView(sysDataIt->second.system);
|
|
ViewController::get()
|
|
->getGameListView(systemViewToUpdate)
|
|
.get()
|
|
->remove(collectionEntry, false);
|
|
if (sysDataIt->second.decl.isCustom)
|
|
saveCustomCollection(sysDataIt->second.system);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool CollectionSystemsManager::isThemeGenericCollectionCompatible(bool genericCustomCollections)
|
|
{
|
|
std::vector<std::string> cfgSys = getCollectionThemeFolders(genericCustomCollections);
|
|
for (auto sysIt = cfgSys.cbegin(); sysIt != cfgSys.cend(); sysIt++) {
|
|
if (!themeFolderExists(*sysIt))
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool CollectionSystemsManager::isThemeCustomCollectionCompatible(
|
|
std::vector<std::string> stringVector)
|
|
{
|
|
if (isThemeGenericCollectionCompatible(true))
|
|
return true;
|
|
|
|
// Get theme path.
|
|
auto themeSets = ThemeData::getThemeSets();
|
|
auto set = themeSets.find(Settings::getInstance()->getString("ThemeSet"));
|
|
if (set != themeSets.cend()) {
|
|
std::string defaultThemeFilePath = set->second.path + "/theme.xml";
|
|
if (Utils::FileSystem::exists(defaultThemeFilePath))
|
|
return true;
|
|
}
|
|
|
|
for (auto sysIt = stringVector.cbegin(); sysIt != stringVector.cend(); sysIt++) {
|
|
if (!themeFolderExists(*sysIt))
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
std::string CollectionSystemsManager::getValidNewCollectionName(std::string inName, int index)
|
|
{
|
|
std::string name = inName;
|
|
|
|
// Trim leading and trailing whitespaces.
|
|
name.erase(name.begin(), std::find_if(name.begin(), name.end(), [](char c) {
|
|
return !std::isspace(static_cast<unsigned char>(c));
|
|
}));
|
|
name.erase(std::find_if(name.rbegin(), name.rend(),
|
|
[](char c) { return !std::isspace(static_cast<unsigned char>(c)); })
|
|
.base(),
|
|
name.end());
|
|
|
|
if (index == 0) {
|
|
size_t remove = std::string::npos;
|
|
// Get valid name.
|
|
while ((remove = name.find_first_not_of(
|
|
"ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789-[]()' ")) !=
|
|
std::string::npos)
|
|
name.erase(remove, 1);
|
|
}
|
|
else {
|
|
name += " (" + std::to_string(index) + ")";
|
|
}
|
|
|
|
if (name == "")
|
|
name = "new collection";
|
|
|
|
name = Utils::String::toLower(name);
|
|
|
|
if (Utils::String::toLower(name) != Utils::String::toLower(inName)) {
|
|
LOG(LogInfo) << "Had to change name, from: " << inName << " to: " << name;
|
|
}
|
|
|
|
// Get used systems from es_systems.xml.
|
|
std::vector<std::string> systemsInUse = getSystemsFromConfig();
|
|
// Get folders assigned to custom collections.
|
|
std::vector<std::string> autoSys = getCollectionThemeFolders(false);
|
|
// Get folder assigned to custom collections.
|
|
std::vector<std::string> customSys = getCollectionThemeFolders(true);
|
|
// Get folders assigned to user collections.
|
|
std::vector<std::string> userSys = getUserCollectionThemeFolders();
|
|
// Add them all to the list of systems in use.
|
|
systemsInUse.insert(systemsInUse.cend(), autoSys.cbegin(), autoSys.cend());
|
|
systemsInUse.insert(systemsInUse.cend(), customSys.cbegin(), customSys.cend());
|
|
systemsInUse.insert(systemsInUse.cend(), userSys.cbegin(), userSys.cend());
|
|
|
|
for (auto sysIt = systemsInUse.cbegin(); sysIt != systemsInUse.cend(); sysIt++) {
|
|
if (*sysIt == name) {
|
|
if (index > 0)
|
|
name = name.substr(0, name.size() - 4);
|
|
return getValidNewCollectionName(name, index + 1);
|
|
}
|
|
}
|
|
// If it matches one of the custom collections reserved names then return it.
|
|
if (mCollectionSystemDeclsIndex.find(name) != mCollectionSystemDeclsIndex.cend())
|
|
return getValidNewCollectionName(name, index + 1);
|
|
return name;
|
|
}
|
|
|
|
void CollectionSystemsManager::setEditMode(std::string collectionName, bool showPopup)
|
|
{
|
|
if (mCustomCollectionSystemsData.find(collectionName) == mCustomCollectionSystemsData.cend()) {
|
|
LOG(LogError) << "Tried to edit a non-existing collection: " << collectionName;
|
|
return;
|
|
}
|
|
mIsEditingCustom = true;
|
|
mEditingCollection = collectionName;
|
|
|
|
CollectionSystemData* sysData = &(mCustomCollectionSystemsData.at(mEditingCollection));
|
|
if (!sysData->isPopulated) {
|
|
populateCustomCollection(sysData);
|
|
}
|
|
// If it's bundled, this needs to be the bundle system.
|
|
mEditingCollectionSystemData = sysData;
|
|
|
|
if (showPopup) {
|
|
GuiInfoPopup* s = new GuiInfoPopup(mWindow,
|
|
"EDITING '" + Utils::String::toUpper(collectionName) +
|
|
"' COLLECTION, ADD/REMOVE GAMES WITH 'Y'",
|
|
10000);
|
|
|
|
mWindow->setInfoPopup(s);
|
|
}
|
|
}
|
|
|
|
void CollectionSystemsManager::exitEditMode(bool showPopup)
|
|
{
|
|
if (showPopup) {
|
|
GuiInfoPopup* s = new GuiInfoPopup(
|
|
mWindow,
|
|
"FINISHED EDITING '" + Utils::String::toUpper(mEditingCollection) + "' COLLECTION",
|
|
4000);
|
|
|
|
mWindow->setInfoPopup(s);
|
|
}
|
|
|
|
mIsEditingCustom = false;
|
|
mEditingCollection = "Favorites";
|
|
|
|
// Remove all tick marks from the games that are part of the collection.
|
|
for (auto it = SystemData::sSystemVector.begin(); it != SystemData::sSystemVector.end(); it++) {
|
|
ViewController::get()->getGameListView((*it))->onFileChanged(
|
|
ViewController::get()->getGameListView((*it))->getCursor(), false);
|
|
}
|
|
|
|
mEditingCollectionSystemData->system->onMetaDataSavePoint();
|
|
}
|
|
|
|
bool CollectionSystemsManager::inCustomCollection(const std::string& collectionName,
|
|
FileData* gameFile)
|
|
{
|
|
auto collectionEntry = mCustomCollectionSystemsData.find(collectionName);
|
|
|
|
if (collectionEntry != mCustomCollectionSystemsData.end()) {
|
|
const std::unordered_map<std::string, FileData*>& children =
|
|
collectionEntry->second.system->getRootFolder()->getChildrenByFilename();
|
|
return children.find(gameFile->getFullPath()) != children.cend();
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool CollectionSystemsManager::toggleGameInCollection(FileData* file)
|
|
{
|
|
if (file->getType() == GAME) {
|
|
GuiInfoPopup* s;
|
|
bool adding = true;
|
|
std::string name = file->getName();
|
|
std::string sysName = mEditingCollection;
|
|
if (mIsEditingCustom) {
|
|
SystemData* sysData = mEditingCollectionSystemData->system;
|
|
|
|
if (!mEditingCollectionSystemData->isPopulated)
|
|
populateCustomCollection(mEditingCollectionSystemData);
|
|
|
|
std::string key = file->getFullPath();
|
|
FileData* rootFolder = sysData->getRootFolder();
|
|
const std::unordered_map<std::string, FileData*>& children =
|
|
rootFolder->getChildrenByFilename();
|
|
bool found = children.find(key) != children.cend();
|
|
FileFilterIndex* fileIndex = sysData->getIndex();
|
|
|
|
SystemData* systemViewToUpdate = getSystemToView(sysData);
|
|
|
|
if (found) {
|
|
adding = false;
|
|
// If we found it, we need to remove it.
|
|
FileData* collectionEntry = children.at(key);
|
|
ViewController::get()
|
|
->getGameListView(systemViewToUpdate)
|
|
.get()
|
|
->remove(collectionEntry, false);
|
|
systemViewToUpdate->getRootFolder()->sort(
|
|
rootFolder->getSortTypeFromString(rootFolder->getSortTypeString()),
|
|
Settings::getInstance()->getBool("FavFirstCustom"));
|
|
ViewController::get()->reloadGameListView(systemViewToUpdate);
|
|
|
|
updateCollectionFolderMetadata(systemViewToUpdate);
|
|
}
|
|
else {
|
|
// We didn't find it here, so we should add it.
|
|
CollectionFileData* newGame = new CollectionFileData(file, sysData);
|
|
rootFolder->addChild(newGame);
|
|
|
|
systemViewToUpdate->getRootFolder()->sort(
|
|
rootFolder->getSortTypeFromString(rootFolder->getSortTypeString()),
|
|
Settings::getInstance()->getBool("FavFirstCustom"));
|
|
ViewController::get()->onFileChanged(systemViewToUpdate->getRootFolder(), true);
|
|
fileIndex->addToIndex(newGame);
|
|
|
|
// Add to bundle index as well, if needed.
|
|
if (systemViewToUpdate != sysData)
|
|
systemViewToUpdate->getIndex()->addToIndex(newGame);
|
|
}
|
|
saveCustomCollection(sysData);
|
|
}
|
|
else {
|
|
file->getSourceFileData()->getSystem()->getIndex()->removeFromIndex(
|
|
file->getSourceFileData());
|
|
MetaDataList* md = &file->getSourceFileData()->metadata;
|
|
std::string value = md->get("favorite");
|
|
if (value == "false") {
|
|
md->set("favorite", "true");
|
|
}
|
|
else {
|
|
adding = false;
|
|
md->set("favorite", "false");
|
|
}
|
|
|
|
file->getSourceFileData()->getSystem()->getIndex()->addToIndex(
|
|
file->getSourceFileData());
|
|
file->getSourceFileData()->getSystem()->onMetaDataSavePoint();
|
|
refreshCollectionSystems(file->getSourceFileData());
|
|
if (mAutoCollectionSystemsData["favorites"].isEnabled)
|
|
ViewController::get()->reloadGameListView(
|
|
mAutoCollectionSystemsData["favorites"].system);
|
|
}
|
|
if (adding) {
|
|
s = new GuiInfoPopup(
|
|
mWindow,
|
|
"ADDED '" + Utils::String::toUpper(Utils::String::removeParenthesis(name)) +
|
|
"' TO '" + Utils::String::toUpper(sysName) + "'",
|
|
4000);
|
|
}
|
|
else {
|
|
s = new GuiInfoPopup(
|
|
mWindow,
|
|
"REMOVED '" + Utils::String::toUpper(Utils::String::removeParenthesis(name)) +
|
|
"' FROM '" + Utils::String::toUpper(sysName) + "'",
|
|
4000);
|
|
}
|
|
mWindow->setInfoPopup(s);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
SystemData* CollectionSystemsManager::getSystemToView(SystemData* sys)
|
|
{
|
|
SystemData* systemToView = sys;
|
|
FileData* rootFolder = sys->getRootFolder();
|
|
|
|
FileData* bundleRootFolder = mCustomCollectionsBundle->getRootFolder();
|
|
const std::unordered_map<std::string, FileData*>& bundleChildren =
|
|
bundleRootFolder->getChildrenByFilename();
|
|
|
|
// Is the rootFolder bundled in the "My Collections" system?
|
|
bool sysFoundInBundle = bundleChildren.find(rootFolder->getKey()) != bundleChildren.cend();
|
|
|
|
if (sysFoundInBundle && sys->isCollection())
|
|
systemToView = mCustomCollectionsBundle;
|
|
return systemToView;
|
|
}
|
|
|
|
FileData* CollectionSystemsManager::updateCollectionFolderMetadata(SystemData* sys)
|
|
{
|
|
FileData* rootFolder = sys->getRootFolder();
|
|
FileFilterIndex* idx = rootFolder->getSystem()->getIndex();
|
|
std::string desc = "This collection is empty";
|
|
std::vector<FileData*> gamesList;
|
|
std::vector<FileData*> gamesListRandom;
|
|
|
|
if (UIModeController::getInstance()->isUIModeKid()) {
|
|
for (FileData* game : rootFolder->getChildrenListToDisplay()) {
|
|
if (game->getKidgame())
|
|
gamesList.push_back(game);
|
|
}
|
|
}
|
|
else {
|
|
gamesList = rootFolder->getChildrenListToDisplay();
|
|
}
|
|
|
|
unsigned int gameCount = static_cast<unsigned int>(gamesList.size());
|
|
|
|
// If there is more than 1 game in the collection, then randomize the example game names.
|
|
if (gameCount > 1) {
|
|
std::random_device randDev;
|
|
// Mersenne Twister pseudorandom number generator.
|
|
std::mt19937 engine{randDev()};
|
|
unsigned int target;
|
|
|
|
for (unsigned int i = 0; i < 3; i++) {
|
|
std::uniform_int_distribution<int> uniform_dist(0, gameCount - 1 - i);
|
|
target = uniform_dist(engine);
|
|
gamesListRandom.push_back(gamesList[target]);
|
|
std::vector<FileData*>::iterator it = (gamesList.begin() + target);
|
|
gamesList.erase(it);
|
|
if (gamesList.size() == 0)
|
|
break;
|
|
}
|
|
gamesList.clear();
|
|
gamesList.insert(gamesList.end(), gamesListRandom.begin(), gamesListRandom.end());
|
|
gamesListRandom.clear();
|
|
}
|
|
|
|
if (gameCount > 0) {
|
|
if (Settings::getInstance()->getBool("CollectionShowSystemInfo")) {
|
|
switch (gameCount) {
|
|
case 1: {
|
|
desc = "This collection contains 1 game: '" +
|
|
gamesList[0]->metadata.get("name") + " [" +
|
|
gamesList[0]->getSourceFileData()->getSystem()->getName() + "]'";
|
|
break;
|
|
}
|
|
case 2: {
|
|
desc = "This collection contains 2 games: '" +
|
|
gamesList[0]->metadata.get("name") + " [" +
|
|
gamesList[0]->getSourceFileData()->getSystem()->getName() + "]' and '" +
|
|
gamesList[1]->metadata.get("name") + " [" +
|
|
gamesList[1]->getSourceFileData()->getSystem()->getName() + "]'";
|
|
break;
|
|
}
|
|
default: {
|
|
desc = "This collection contains " + std::to_string(gameCount) + " games: '" +
|
|
gamesList[0]->metadata.get("name") + " [" +
|
|
gamesList[0]->getSourceFileData()->getSystem()->getName() + "]', '" +
|
|
gamesList[1]->metadata.get("name") + " [" +
|
|
gamesList[1]->getSourceFileData()->getSystem()->getName() + "]' and '" +
|
|
gamesList[2]->metadata.get("name") + " [" +
|
|
gamesList[2]->getSourceFileData()->getSystem()->getName() + "]'";
|
|
desc += (gameCount == 3 ? "" : ", among others");
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
switch (gameCount) {
|
|
case 1: {
|
|
desc = "This collection contains 1 game: '" +
|
|
gamesList[0]->metadata.get("name") + " '";
|
|
break;
|
|
}
|
|
case 2: {
|
|
desc = "This collection contains 2 games: '" +
|
|
gamesList[0]->metadata.get("name") + "' and '" +
|
|
gamesList[1]->metadata.get("name") + "'";
|
|
break;
|
|
}
|
|
default: {
|
|
desc = "This collection contains " + std::to_string(gameCount) + " games: '" +
|
|
gamesList[0]->metadata.get("name") + "', '" +
|
|
gamesList[1]->metadata.get("name") + "' and '" +
|
|
gamesList[2]->metadata.get("name") + "'";
|
|
desc += (gameCount == 3 ? "" : ", among others");
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (idx->isFiltered())
|
|
desc += "\n\n'" + rootFolder->getSystem()->getFullName() +
|
|
"' is filtered so there may be more games available";
|
|
|
|
rootFolder->metadata.set("desc", desc);
|
|
|
|
// Return a pointer to the first game so that its
|
|
// game media can be displayed in the gamelist.
|
|
if (gamesList.size() > 0)
|
|
return gamesList.front();
|
|
else
|
|
return nullptr;
|
|
}
|
|
|
|
std::vector<std::string> CollectionSystemsManager::getUnusedSystemsFromTheme()
|
|
{
|
|
// Get used systems in es_systems.xml.
|
|
std::vector<std::string> systemsInUse = getSystemsFromConfig();
|
|
// Get available folders in theme.
|
|
std::vector<std::string> themeSys = getSystemsFromTheme();
|
|
// Get folders assigned to custom collections.
|
|
std::vector<std::string> autoSys = getCollectionThemeFolders(false);
|
|
// Get folder assigned to custom collections.
|
|
std::vector<std::string> customSys = getCollectionThemeFolders(true);
|
|
// Get folders assigned to user collections.
|
|
std::vector<std::string> userSys = getUserCollectionThemeFolders();
|
|
// Add them all to the list of systems in use.
|
|
systemsInUse.insert(systemsInUse.cend(), autoSys.cbegin(), autoSys.cend());
|
|
systemsInUse.insert(systemsInUse.cend(), customSys.cbegin(), customSys.cend());
|
|
systemsInUse.insert(systemsInUse.cend(), userSys.cbegin(), userSys.cend());
|
|
|
|
for (auto sysIt = themeSys.cbegin(); sysIt != themeSys.cend();) {
|
|
if (std::find(systemsInUse.cbegin(), systemsInUse.cend(), *sysIt) != systemsInUse.cend())
|
|
sysIt = themeSys.erase(sysIt);
|
|
else
|
|
sysIt++;
|
|
}
|
|
return themeSys;
|
|
}
|
|
|
|
SystemData* CollectionSystemsManager::addNewCustomCollection(std::string name)
|
|
{
|
|
CollectionSystemDecl decl = mCollectionSystemDeclsIndex[myCollectionsName];
|
|
decl.themeFolder = name;
|
|
decl.name = name;
|
|
decl.longName = name;
|
|
|
|
return createNewCollectionEntry(name, decl, true, true);
|
|
}
|
|
|
|
void CollectionSystemsManager::deleteCustomCollection(std::string collectionName)
|
|
{
|
|
auto collectionEntry = mCustomCollectionSystemsData.find(collectionName);
|
|
|
|
// The window deletion needs to be located here instead of in GuiCollectionSystemsOptions
|
|
// (where the custom collection deletions are initiated), as there seems to be some random
|
|
// issue with accessing mWindow via the lambda expression.
|
|
while (mWindow->peekGui() && mWindow->peekGui() != ViewController::get())
|
|
delete mWindow->peekGui();
|
|
|
|
if (collectionEntry != mCustomCollectionSystemsData.end()) {
|
|
CollectionSystemsManager::get()->loadEnabledListFromSettings();
|
|
CollectionSystemsManager::get()->updateSystemsList();
|
|
|
|
ViewController::get()->removeGameListView(collectionEntry->second.system);
|
|
ViewController::get()->reloadAll();
|
|
|
|
delete collectionEntry->second.system;
|
|
mCustomCollectionSystemsData.erase(collectionName);
|
|
|
|
// Remove the collection configuration file.
|
|
std::string configFile = getCustomCollectionConfigPath(collectionName);
|
|
Utils::FileSystem::removeFile(configFile);
|
|
LOG(LogDebug) << "CollectionSystemsManager::deleteCustomCollection(): Deleted the "
|
|
"configuration file '"
|
|
<< configFile << "'.";
|
|
|
|
GuiInfoPopup* s = new GuiInfoPopup(
|
|
mWindow, "DELETED COLLECTION '" + Utils::String::toUpper(collectionName) + "'", 5000);
|
|
mWindow->setInfoPopup(s);
|
|
}
|
|
else {
|
|
LOG(LogError) << "Attempted to delete custom collection '" + collectionName + "' " +
|
|
"which doesn't exist.";
|
|
}
|
|
}
|
|
|
|
void CollectionSystemsManager::reactivateCustomCollectionEntry(FileData* game)
|
|
{
|
|
std::string gamePath = Utils::FileSystem::getFileName(game->getFullPath());
|
|
gamePath = "%ROMPATH%/" + game->getSystemName() + "/" + gamePath;
|
|
|
|
// Try to read from all custom collection configuration files to see if there are any
|
|
// matching entries for the game passed as the parameter. If so, then enable it in each
|
|
// of those collections. This is done also for disabled collections, as otherwise the
|
|
// game would be missing if the collection was enabled during the program session.
|
|
for (std::map<std::string, CollectionSystemData, stringComparator>::const_iterator it =
|
|
mCustomCollectionSystemsData.cbegin();
|
|
it != mCustomCollectionSystemsData.cend(); it++) {
|
|
std::string path = getCustomCollectionConfigPath(it->first);
|
|
if (Utils::FileSystem::exists(path)) {
|
|
#if defined(_WIN64)
|
|
std::ifstream input(Utils::String::stringToWideString(path).c_str());
|
|
#else
|
|
std::ifstream input(path);
|
|
#endif
|
|
for (std::string gameKey; getline(input, gameKey);) {
|
|
if (gameKey == gamePath) {
|
|
setEditMode(it->first, false);
|
|
toggleGameInCollection(game);
|
|
exitEditMode(false);
|
|
}
|
|
}
|
|
if (input.is_open())
|
|
input.close();
|
|
}
|
|
}
|
|
}
|
|
|
|
void CollectionSystemsManager::repopulateCollection(SystemData* sysData)
|
|
{
|
|
for (auto it = mAutoCollectionSystemsData.cbegin(); // Line break.
|
|
it != mAutoCollectionSystemsData.cend(); it++) {
|
|
if ((*it).second.system == sysData) {
|
|
LOG(LogDebug) << "CollectionSystemsManager::repopulateCollection(): "
|
|
"Repopulating auto collection \""
|
|
<< it->first << "\"";
|
|
|
|
CollectionSystemData* autoSystem = &mAutoCollectionSystemsData[it->first];
|
|
std::vector<FileData*> systemEntries =
|
|
autoSystem->system->getRootFolder()->getFilesRecursive(true, true, false);
|
|
|
|
// Flag the collection as not populated so it gets repopulated.
|
|
autoSystem->isPopulated = false;
|
|
populateAutoCollection(autoSystem);
|
|
|
|
if (systemEntries.empty())
|
|
return;
|
|
|
|
// Delete all children from the system.
|
|
for (FileData* entry : systemEntries) {
|
|
autoSystem->system->getRootFolder()->removeChild(entry);
|
|
delete entry;
|
|
}
|
|
|
|
// Reset the filters so that they get rebuilt correctly when populating the collection.
|
|
autoSystem->system->getIndex()->resetIndex();
|
|
|
|
autoSystem->isPopulated = false;
|
|
populateAutoCollection(autoSystem);
|
|
|
|
// The cursor value is now pointing to some random memory address so we need to set
|
|
// it to something valid. For empty collections we need to first create a placeholder
|
|
// and then point to this, and for collections with games in them we select the first
|
|
// entry.
|
|
auto autoView = ViewController::get()->getGameListView(autoSystem->system).get();
|
|
if (autoSystem->system->getRootFolder()->getChildren().size() == 0) {
|
|
autoView->addPlaceholder(autoSystem->system->getRootFolder());
|
|
autoView->setCursor(autoView->getLastEntry());
|
|
}
|
|
else {
|
|
autoView->setCursor(
|
|
autoSystem->system->getRootFolder()->getChildrenRecursive().front());
|
|
autoView->setCursor(autoView->getFirstEntry());
|
|
}
|
|
}
|
|
}
|
|
|
|
for (auto it = mCustomCollectionSystemsData.cbegin(); // Line break.
|
|
it != mCustomCollectionSystemsData.cend(); it++) {
|
|
if ((*it).second.system == sysData) {
|
|
LOG(LogDebug) << "CollectionSystemsManager::repopulateCollection(): "
|
|
"Repopulating custom collection '"
|
|
<< it->first << "'.";
|
|
|
|
CollectionSystemData* customSystem = &mCustomCollectionSystemsData[it->first];
|
|
std::vector<FileData*> systemEntries =
|
|
customSystem->system->getRootFolder()->getFilesRecursive(true, true, false);
|
|
|
|
if (systemEntries.empty())
|
|
return;
|
|
|
|
for (FileData* entry : systemEntries) {
|
|
customSystem->system->getIndex()->removeFromIndex(entry);
|
|
customSystem->system->getRootFolder()->removeChild(entry);
|
|
delete entry;
|
|
}
|
|
|
|
customSystem->isPopulated = false;
|
|
populateCustomCollection(customSystem);
|
|
|
|
auto autoView = ViewController::get()->getGameListView(customSystem->system).get();
|
|
autoView->setCursor(
|
|
customSystem->system->getRootFolder()->getChildrenRecursive().front());
|
|
autoView->setCursor(autoView->getFirstEntry());
|
|
}
|
|
}
|
|
}
|
|
|
|
void CollectionSystemsManager::initAutoCollectionSystems()
|
|
{
|
|
for (std::map<std::string, CollectionSystemDecl, stringComparator>::const_iterator it =
|
|
mCollectionSystemDeclsIndex.cbegin();
|
|
it != mCollectionSystemDeclsIndex.cend(); it++) {
|
|
CollectionSystemDecl sysDecl = it->second;
|
|
|
|
if (!sysDecl.isCustom)
|
|
createNewCollectionEntry(sysDecl.name, sysDecl);
|
|
}
|
|
}
|
|
|
|
void CollectionSystemsManager::initCustomCollectionSystems()
|
|
{
|
|
std::vector<std::string> systems = getCollectionsFromConfigFolder();
|
|
for (auto nameIt = systems.cbegin(); nameIt != systems.cend(); nameIt++) {
|
|
addNewCustomCollection(*nameIt);
|
|
}
|
|
}
|
|
|
|
SystemData* CollectionSystemsManager::getAllGamesCollection()
|
|
{
|
|
CollectionSystemData* allSysData = &mAutoCollectionSystemsData["all"];
|
|
if (!allSysData->isPopulated)
|
|
populateAutoCollection(allSysData);
|
|
|
|
return allSysData->system;
|
|
}
|
|
|
|
SystemData* CollectionSystemsManager::createNewCollectionEntry(std::string name,
|
|
CollectionSystemDecl sysDecl,
|
|
bool index,
|
|
bool custom)
|
|
{
|
|
SystemData* newSys = new SystemData(name, sysDecl.longName, mCollectionEnvData,
|
|
sysDecl.themeFolder, true, custom);
|
|
|
|
CollectionSystemData newCollectionData;
|
|
newCollectionData.system = newSys;
|
|
newCollectionData.decl = sysDecl;
|
|
newCollectionData.isEnabled = false;
|
|
newCollectionData.isPopulated = false;
|
|
|
|
if (index) {
|
|
if (!sysDecl.isCustom)
|
|
mAutoCollectionSystemsData[name] = newCollectionData;
|
|
else
|
|
mCustomCollectionSystemsData[name] = newCollectionData;
|
|
}
|
|
|
|
return newSys;
|
|
}
|
|
|
|
void CollectionSystemsManager::populateAutoCollection(CollectionSystemData* sysData)
|
|
{
|
|
SystemData* newSys = sysData->system;
|
|
CollectionSystemDecl sysDecl = sysData->decl;
|
|
FileData* rootFolder = newSys->getRootFolder();
|
|
FileFilterIndex* index = newSys->getIndex();
|
|
for (auto sysIt = SystemData::sSystemVector.cbegin(); // Line break.
|
|
sysIt != SystemData::sSystemVector.cend(); sysIt++) {
|
|
// We won't iterate all collections.
|
|
if ((*sysIt)->isGameSystem() && !(*sysIt)->isCollection()) {
|
|
std::vector<FileData*> files = (*sysIt)->getRootFolder()->getFilesRecursive(GAME);
|
|
for (auto gameIt = files.cbegin(); gameIt != files.cend(); gameIt++) {
|
|
bool include = includeFileInAutoCollections((*gameIt));
|
|
|
|
switch (sysDecl.type) {
|
|
case AUTO_LAST_PLAYED: {
|
|
include = include && (*gameIt)->metadata.get("playcount") > "0";
|
|
break;
|
|
}
|
|
case AUTO_FAVORITES: {
|
|
// We may still want to add files we don't want in auto collections
|
|
// to "favorites".
|
|
include = (*gameIt)->metadata.get("favorite") == "true";
|
|
break;
|
|
}
|
|
default: {
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (include) {
|
|
// Exclude files that are set not to be counted as games.
|
|
if (!(*gameIt)->getCountAsGame())
|
|
continue;
|
|
|
|
CollectionFileData* newGame = new CollectionFileData(*gameIt, newSys);
|
|
rootFolder->addChild(newGame);
|
|
index->addToIndex(newGame);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (rootFolder->getName() == "recent")
|
|
rootFolder->sort(rootFolder->getSortTypeFromString("last played, ascending"));
|
|
else
|
|
rootFolder->sort(rootFolder->getSortTypeFromString(rootFolder->getSortTypeString()),
|
|
Settings::getInstance()->getBool("FavoritesFirst"));
|
|
|
|
if (sysDecl.type == AUTO_LAST_PLAYED)
|
|
trimCollectionCount(rootFolder, LAST_PLAYED_MAX);
|
|
|
|
// For the 'recent' collection we need to populate the gamelist once more as the
|
|
// collection was trimmed down to 50 items. If we don't do this, the game count will
|
|
// not be correct as it would include all the games prior to trimming.
|
|
if (rootFolder->getName() == "recent" && !rootFolder->getChildrenRecursive().empty()) {
|
|
// The following is needed to avoid a crash when repopulating the system as the previous
|
|
// cursor pointer may point to a random memory address.
|
|
auto recentGamelist = ViewController::get()->getGameListView(rootFolder->getSystem()).get();
|
|
recentGamelist->setCursor(
|
|
rootFolder->getSystem()->getRootFolder()->getChildrenRecursive().front());
|
|
recentGamelist->setCursor(recentGamelist->getFirstEntry());
|
|
if (rootFolder->getChildren().size() > 0)
|
|
ViewController::get()
|
|
->getGameListView(rootFolder->getSystem())
|
|
.get()
|
|
->onFileChanged(rootFolder->getChildren().front(), false);
|
|
}
|
|
|
|
sysData->isPopulated = true;
|
|
}
|
|
|
|
void CollectionSystemsManager::populateCustomCollection(CollectionSystemData* sysData)
|
|
{
|
|
SystemData* newSys = sysData->system;
|
|
sysData->isPopulated = true;
|
|
CollectionSystemDecl sysDecl = sysData->decl;
|
|
std::string path = getCustomCollectionConfigPath(newSys->getName());
|
|
|
|
if (!Utils::FileSystem::exists(path)) {
|
|
LOG(LogInfo) << "Couldn't find custom collection config file \"" << path << "\"";
|
|
return;
|
|
}
|
|
LOG(LogInfo) << "Parsing custom collection file \"" << path << "\"...";
|
|
|
|
FileData* rootFolder = newSys->getRootFolder();
|
|
FileFilterIndex* index = newSys->getIndex();
|
|
|
|
// Get configuration for this custom collection.
|
|
|
|
#if defined(_WIN64)
|
|
std::ifstream input(Utils::String::stringToWideString(path).c_str());
|
|
#else
|
|
std::ifstream input(path);
|
|
#endif
|
|
|
|
// Get all files map.
|
|
std::unordered_map<std::string, FileData*> allFilesMap =
|
|
getAllGamesCollection()->getRootFolder()->getChildrenByFilename();
|
|
|
|
// Get the ROM directory, either as configured in es_settings.xml, or if no value
|
|
// is set there, then use the default hardcoded path.
|
|
const std::string rompath = FileData::getROMDirectory();
|
|
|
|
// Iterate list of files in the config file.
|
|
for (std::string gameKey; getline(input, gameKey);) {
|
|
// If there is a %ROMPATH% variable set for the game, expand it. By doing this
|
|
// it's possible to use either absolute ROM paths in the collection files or using
|
|
// the path variable. The absolute ROM paths are only used for backward compatibility
|
|
// with old custom collections. All custom collections saved by EmulationStation-DE
|
|
// will use the %ROMPATH% variable instead.
|
|
gameKey = Utils::String::replace(gameKey, "%ROMPATH%", rompath);
|
|
gameKey = Utils::String::replace(gameKey, "//", "/");
|
|
|
|
std::unordered_map<std::string, FileData*>::const_iterator it = allFilesMap.find(gameKey);
|
|
if (it != allFilesMap.cend()) {
|
|
CollectionFileData* newGame = new CollectionFileData(it->second, newSys);
|
|
rootFolder->addChild(newGame);
|
|
index->addToIndex(newGame);
|
|
}
|
|
else {
|
|
LOG(LogWarning)
|
|
<< "File \"" << gameKey
|
|
<< "\" does not exist, is hidden, or is not counted as a game, ignoring entry";
|
|
}
|
|
}
|
|
|
|
if (input.is_open())
|
|
input.close();
|
|
}
|
|
|
|
void CollectionSystemsManager::removeCollectionsFromDisplayedSystems()
|
|
{
|
|
// Remove all collection Systems.
|
|
for (auto sysIt = SystemData::sSystemVector.cbegin();
|
|
sysIt != SystemData::sSystemVector.cend();) {
|
|
if ((*sysIt)->isCollection())
|
|
sysIt = SystemData::sSystemVector.erase(sysIt);
|
|
else
|
|
sysIt++;
|
|
}
|
|
|
|
// Remove all custom collections in bundle.
|
|
// This should not delete the objects from memory!
|
|
FileData* customRoot = mCustomCollectionsBundle->getRootFolder();
|
|
std::vector<FileData*> mChildren = customRoot->getChildren();
|
|
for (auto it = mChildren.cbegin(); it != mChildren.cend(); it++) {
|
|
customRoot->removeChild(*it);
|
|
}
|
|
// Clear index.
|
|
mCustomCollectionsBundle->getIndex()->resetIndex();
|
|
// Remove view so it's re-created as needed.
|
|
ViewController::get()->removeGameListView(mCustomCollectionsBundle);
|
|
}
|
|
|
|
void CollectionSystemsManager::addEnabledCollectionsToDisplayedSystems(
|
|
std::map<std::string, CollectionSystemData, stringComparator>* colSystemData)
|
|
{
|
|
// Add auto enabled collections.
|
|
for (std::map<std::string, CollectionSystemData, stringComparator>::iterator it =
|
|
colSystemData->begin();
|
|
it != colSystemData->end(); it++) {
|
|
if (it->second.isEnabled) {
|
|
// Check if populated, otherwise populate.
|
|
if (!it->second.isPopulated) {
|
|
if (it->second.decl.isCustom)
|
|
populateCustomCollection(&(it->second));
|
|
else
|
|
populateAutoCollection(&(it->second));
|
|
}
|
|
// Check if it has its own view.
|
|
if (!it->second.decl.isCustom || themeFolderExists(it->first) ||
|
|
!Settings::getInstance()->getBool("UseCustomCollectionsSystem")) {
|
|
// Theme folder exists, or we chose not to bundle it under the
|
|
// custom-collections system. So we need to create a view.
|
|
SystemData::sSystemVector.push_back(it->second.system);
|
|
// If this is a non-bundled custom collection, then sort it.
|
|
if (it->second.decl.isCustom == true) {
|
|
FileData* rootFolder = it->second.system->getRootFolder();
|
|
rootFolder->sort(
|
|
rootFolder->getSortTypeFromString(rootFolder->getSortTypeString()),
|
|
Settings::getInstance()->getBool("FavFirstCustom"));
|
|
// Jump to the first row of the game list, assuming it's not empty.
|
|
IGameListView* gameList =
|
|
ViewController::get()->getGameListView((it->second.system)).get();
|
|
if (!gameList->getCursor()->isPlaceHolder()) {
|
|
gameList->setCursor(gameList->getFirstEntry());
|
|
}
|
|
it->second.system->setIsGroupedCustomCollection(false);
|
|
}
|
|
}
|
|
else {
|
|
FileData* newSysRootFolder = it->second.system->getRootFolder();
|
|
mCustomCollectionsBundle->getRootFolder()->addChild(newSysRootFolder);
|
|
mCustomCollectionsBundle->getIndex()->importIndex(it->second.system->getIndex());
|
|
it->second.system->setIsGroupedCustomCollection(true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
std::vector<std::string> CollectionSystemsManager::getSystemsFromConfig()
|
|
{
|
|
std::vector<std::string> systems;
|
|
std::vector<std::string> configPaths = SystemData::getConfigPath(false);
|
|
|
|
// Here we don't honor the <loadExclusive> tag which may be present in the custom es_systems.xml
|
|
// file under ~/.emulationstation/custom_systems as we really want to include all the themes
|
|
// supported by ES-DE. Otherwise a user may accidentally create a custom collection that
|
|
// corresponds to a supported theme.
|
|
for (auto path : configPaths) {
|
|
if (!Utils::FileSystem::exists(path))
|
|
return systems;
|
|
|
|
pugi::xml_document doc;
|
|
#if defined(_WIN64)
|
|
pugi::xml_parse_result res = doc.load_file(Utils::String::stringToWideString(path).c_str());
|
|
#else
|
|
pugi::xml_parse_result res = doc.load_file(path.c_str());
|
|
#endif
|
|
|
|
if (!res)
|
|
return systems;
|
|
|
|
// Actually read the file.
|
|
pugi::xml_node systemList = doc.child("systemList");
|
|
|
|
if (!systemList)
|
|
return systems;
|
|
|
|
for (pugi::xml_node system = systemList.child("system"); system;
|
|
system = system.next_sibling("system")) {
|
|
// Theme folder.
|
|
std::string themeFolder = system.child("theme").text().get();
|
|
if (std::find(systems.cbegin(), systems.cend(), themeFolder) == systems.cend())
|
|
systems.push_back(themeFolder);
|
|
}
|
|
}
|
|
|
|
std::sort(systems.begin(), systems.end());
|
|
return systems;
|
|
}
|
|
|
|
// Get all folders from the current theme path.
|
|
std::vector<std::string> CollectionSystemsManager::getSystemsFromTheme()
|
|
{
|
|
std::vector<std::string> systems;
|
|
|
|
auto themeSets = ThemeData::getThemeSets();
|
|
if (themeSets.empty())
|
|
return systems; // No theme sets available.
|
|
|
|
std::map<std::string, ThemeSet>::const_iterator set =
|
|
themeSets.find(Settings::getInstance()->getString("ThemeSet"));
|
|
if (set == themeSets.cend()) {
|
|
// Currently selected theme set is missing, so just pick the first available set.
|
|
set = themeSets.cbegin();
|
|
Settings::getInstance()->setString("ThemeSet", set->first);
|
|
}
|
|
|
|
std::string themePath = set->second.path;
|
|
|
|
if (Utils::FileSystem::exists(themePath)) {
|
|
Utils::FileSystem::stringList dirContent = Utils::FileSystem::getDirContent(themePath);
|
|
|
|
for (Utils::FileSystem::stringList::const_iterator it = dirContent.cbegin();
|
|
it != dirContent.cend(); it++) {
|
|
if (Utils::FileSystem::isDirectory(*it)) {
|
|
// ... here you have a directory.
|
|
std::string folder = *it;
|
|
folder = folder.substr(themePath.size() + 1);
|
|
|
|
if (Utils::FileSystem::exists(set->second.getThemePath(folder)))
|
|
systems.push_back(folder);
|
|
}
|
|
}
|
|
}
|
|
std::sort(systems.begin(), systems.end());
|
|
return systems;
|
|
}
|
|
|
|
std::vector<std::string> CollectionSystemsManager::getCollectionsFromConfigFolder()
|
|
{
|
|
std::vector<std::string> systems;
|
|
std::string configPath = getCollectionsFolder();
|
|
|
|
if (Utils::FileSystem::exists(configPath)) {
|
|
Utils::FileSystem::stringList dirContent = Utils::FileSystem::getDirContent(configPath);
|
|
for (Utils::FileSystem::stringList::const_iterator it = dirContent.cbegin();
|
|
it != dirContent.cend(); it++) {
|
|
if (Utils::FileSystem::isRegularFile(*it)) {
|
|
// It's a file.
|
|
std::string filename = Utils::FileSystem::getFileName(*it);
|
|
// Need to confirm filename matches config format.
|
|
if (filename != "custom-.cfg" && Utils::String::startsWith(filename, "custom-") &&
|
|
Utils::String::endsWith(filename, ".cfg")) {
|
|
filename = filename.substr(7, filename.size() - 11);
|
|
systems.push_back(filename);
|
|
}
|
|
else {
|
|
LOG(LogInfo) << "Found non-collection config file in collections folder: "
|
|
<< filename;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return systems;
|
|
}
|
|
|
|
std::vector<std::string> CollectionSystemsManager::getCollectionThemeFolders(bool custom)
|
|
{
|
|
std::vector<std::string> systems;
|
|
for (std::map<std::string, CollectionSystemDecl, stringComparator>::const_iterator it =
|
|
mCollectionSystemDeclsIndex.cbegin();
|
|
it != mCollectionSystemDeclsIndex.cend(); it++) {
|
|
CollectionSystemDecl sysDecl = it->second;
|
|
if (sysDecl.isCustom == custom)
|
|
systems.push_back(sysDecl.themeFolder);
|
|
}
|
|
return systems;
|
|
}
|
|
|
|
std::vector<std::string> CollectionSystemsManager::getUserCollectionThemeFolders()
|
|
{
|
|
std::vector<std::string> systems;
|
|
for (std::map<std::string, CollectionSystemData, stringComparator>::const_iterator it =
|
|
mCustomCollectionSystemsData.cbegin();
|
|
it != mCustomCollectionSystemsData.cend(); it++)
|
|
systems.push_back(it->second.decl.themeFolder);
|
|
return systems;
|
|
}
|
|
|
|
void CollectionSystemsManager::trimCollectionCount(FileData* rootFolder, int limit)
|
|
{
|
|
SystemData* curSys = rootFolder->getSystem();
|
|
while (static_cast<int>(rootFolder->getChildrenListToDisplay().size()) > limit) {
|
|
CollectionFileData* gameToRemove =
|
|
(CollectionFileData*)rootFolder->getChildrenListToDisplay().back();
|
|
ViewController::get()->getGameListView(curSys).get()->remove(gameToRemove, false);
|
|
}
|
|
}
|
|
|
|
bool CollectionSystemsManager::themeFolderExists(std::string folder)
|
|
{
|
|
std::vector<std::string> themeSys = getSystemsFromTheme();
|
|
return std::find(themeSys.cbegin(), themeSys.cend(), folder) != themeSys.cend();
|
|
}
|
|
|
|
bool CollectionSystemsManager::includeFileInAutoCollections(FileData* file)
|
|
{
|
|
// We exclude non-game files from collections (i.e. "kodi", entries from non-game systems).
|
|
// If/when there are more in the future, maybe this can be a more complex method, with a
|
|
// proper list, but for now a simple string comparison is more performant.
|
|
return file->getName() != "kodi" && file->getSystem()->isGameSystem();
|
|
}
|
|
|
|
std::string CollectionSystemsManager::getCustomCollectionConfigPath(std::string collectionName)
|
|
{
|
|
return getCollectionsFolder() + "/custom-" + collectionName + ".cfg";
|
|
}
|
|
|
|
std::string CollectionSystemsManager::getCollectionsFolder()
|
|
{
|
|
return Utils::FileSystem::getGenericPath(Utils::FileSystem::getHomePath() +
|
|
"/.emulationstation/collections");
|
|
}
|