bool ISimpleGameListView::input(InputConfig* config, Input input)
{
	if(input.value != 0)
	{
		if(config->isMappedTo("a", input))
		{
			FileData* cursor = getCursor();
			if(cursor->getType() == GAME)
			{
				Sound::getFromTheme(getTheme(), getName(), "launch")->play();
				launch(cursor);
			}else{
				// it's a folder
				if(cursor->getChildren().size() > 0)
				{
					mCursorStack.push(cursor);
					populateList(cursor->getChildren());
				}
			}
				
			return true;
		}else if(config->isMappedTo("b", input))
		{
			if(mCursorStack.size())
			{
				populateList(mCursorStack.top()->getParent()->getChildren());
				setCursor(mCursorStack.top());
				mCursorStack.pop();
				Sound::getFromTheme(getTheme(), getName(), "back")->play();
			}else{
				onFocusLost();
				ViewController::get()->goToSystemView(getCursor()->getSystem());
			}

			return true;
		}else if(config->isMappedTo("right", input) || config->isMappedTo("righttop", input))
		{
			if(Settings::getInstance()->getBool("QuickSystemSelect"))
			{
				onFocusLost();
				ViewController::get()->goToNextGameList();
				return true;
			}
		}else if(config->isMappedTo("left", input) || config->isMappedTo("lefttop", input))
		{
			if(Settings::getInstance()->getBool("QuickSystemSelect"))
			{
				onFocusLost();
				ViewController::get()->goToPrevGameList();
				return true;
			}
		}
	}

	return IGameListView::input(config, input);
}
Beispiel #2
0
FileData* findOrCreateFile(SystemData* system, const boost::filesystem::path& path, FileType type)
{
	// first, verify that path is within the system's root folder
	FileData* root = system->getRootFolder();
	
	bool contains = false;
	fs::path relative = removeCommonPath(path, root->getPath(), contains);
	if(!contains)
	{
		LOG(LogError) << "File path \"" << path << "\" is outside system path \"" << system->getStartPath() << "\"";
		return NULL;
	}

	auto path_it = relative.begin();
	FileData* treeNode = root;
	bool found = false;
	while(path_it != relative.end())
	{
		const std::vector<FileData*>& children = treeNode->getChildren();
		found = false;
		for(auto child_it = children.begin(); child_it != children.end(); child_it++)
		{
			if((*child_it)->getPath().filename() == *path_it)
			{
				treeNode = *child_it;
				found = true;
				break;
			}
		}

		// this is the end
		if(path_it == --relative.end())
		{
			if(found)
				return treeNode;

			if(type == FOLDER)
			{
				LOG(LogWarning) << "gameList: folder doesn't already exist, won't create";
				return NULL;
			}
    		//LOG(LogInfo) << "File type" << type << " File path \"" << path << "System " << system;
			FileData* file = new FileData(type, path, system);
			treeNode->addChild(file);
			return file;
		}

		if(!found)
		{
			// don't create folders unless it's leading up to a game
			// if type is a folder it's gonna be empty, so don't bother
			if(type == FOLDER)
			{
				LOG(LogWarning) << "gameList: folder doesn't already exist, won't create";
				return NULL;
			}
			
			// create missing folder
			FileData* folder = new FileData(FOLDER, treeNode->getPath().stem() / *path_it, system);
			treeNode->addChild(folder);
			treeNode = folder;
		}

		path_it++;
	}

	return NULL;
}
bool ISimpleGameListView::input(InputConfig* config, Input input)
{
	if(input.value != 0)
	{
		if(config->isMappedTo("a", input))
		{
			LOG(LogDebug) << "ISimpleGameListView::input(): a detected!";
			FileData* cursor = getCursor();
			if(cursor->getType() == GAME)
			{
				Sound::getFromTheme(getTheme(), getName(), "launch")->play();
				launch(cursor);
			}else{
				// it's a folder
				if(cursor->getChildren().size() > 0)
				{
					mCursorStack.push(cursor);
					populateList(cursor->getChildren());
				}
			}
				
			return true;
		}else if(config->isMappedTo("b", input))
		{
			LOG(LogDebug) << "ISimpleGameListView::input(): b detected!";
			if(mCursorStack.size())
			{
				populateList(mCursorStack.top()->getParent()->getChildren());
				setCursor(mCursorStack.top());
				mCursorStack.pop();
				Sound::getFromTheme(getTheme(), getName(), "back")->play();
			}else{
				onFocusLost();
				if (mFavoriteChange || mKidGameChange)
				{
					ViewController::get()->setInvalidGamesList(getCursor()->getSystem());
					mFavoriteChange = false;
					mKidGameChange = false;
				}
				ViewController::get()->goToSystemView(getCursor()->getSystem());
			}

			return true;
		}else if (config->isMappedTo("x", input))
		{
			FileData* cursor = getCursor();
			LOG(LogDebug) << "ISimpleGameListView::input(): x detected!";
			if (cursor->getSystem()->getHasFavorites())
			{
				if (cursor->getType() == GAME)
				{
					mFavoriteChange = true;
					MetaDataList* md = &cursor->metadata;
					std::string value = md->get("favorite");
					LOG(LogDebug) << "Favorite = "<< value;
					if (value.compare("false") == 0)
					{
						md->set("favorite", "true");
					}else
					{
						md->set("favorite", "false");
					}
					LOG(LogDebug) << "New Favorite value set to: "<< md->get("favorite");
					updateInfoPanel();
				}
			}
		}else if (config->isMappedTo("y", input))
		{
			LOG(LogDebug) << "ISimpleGameListView::input(): y detected!";
			FileData* cursor = getCursor();
			if (cursor->getSystem()->getHasKidGames() && !mFilterHidden) // only when kidgames are supported by system+theme, and when in UImode=full
			{
				if (cursor->getType() == GAME)
				{
					mKidGameChange = true;
					MetaDataList* md = &cursor->metadata;
					std::string value = md->get("kidgame");
					LOG(LogDebug) << "kidgame = "<< value;
					if (value.compare("false") == 0)
					{
						md->set("kidgame", "true");
					}					else
					{
						md->set("kidgame", "false");
					}
					LOG(LogDebug) << "New kidgame value set to: "<< md->get("kidgame");
					updateInfoPanel();
				}
			}
		}else if(config->isMappedTo("right", input))
		{
			if(Settings::getInstance()->getBool("QuickSystemSelect"))
			{
				onFocusLost();
				if (mFavoriteChange || mKidGameChange)
				{
					ViewController::get()->setInvalidGamesList(getCursor()->getSystem());
					mFavoriteChange = false;
					mKidGameChange = false;
				}
				ViewController::get()->goToNextGameList(mFilterHidden, mFilterFav, mFilterKid);
				return true;
			}
		}else if(config->isMappedTo("left", input))
		{
			if(Settings::getInstance()->getBool("QuickSystemSelect"))
			{
				onFocusLost();
				if (mFavoriteChange || mKidGameChange)
				{
					ViewController::get()->setInvalidGamesList(getCursor()->getSystem());
					mFavoriteChange = false;
					mKidGameChange = false;
				}
				ViewController::get()->goToPrevGameList(mFilterHidden, mFilterFav, mFilterKid);
				return true;
			}
		}
	}

	return IGameListView::input(config, input);
}
//Handles the input for the game views.
bool ISimpleGameListView::input(InputConfig* config, Input input)
{
	if (input.value != 0) //Redirect input if keyboard is open.
	{
		if (config->isMappedTo("a", input) && !mKeyboard->isOpen())
		{
			FileData* cursor = getCursor();
			if(cursor->getType() == GAME)
			{
				Sound::getFromTheme(getTheme(), getName(), "launch")->play();
				launch(cursor);
			}else{
				// it's a folder
				if(cursor->getChildren().size() > 0)
				{
					mCursorStack.push(cursor);
					populateList(cursor->getChildren());
				}
			}
				
			return true;
		}else if(config->isMappedTo("b", input) && !mKeyboard->isOpen())
		{
			if(mCursorStack.size())
			{
				populateList(mCursorStack.top()->getParent()->getChildren());
				setCursor(mCursorStack.top());
				mCursorStack.pop();
				Sound::getFromTheme(getTheme(), getName(), "back")->play();
			}else{
				onFocusLost();
				ViewController::get()->goToSystemView(getCursor()->getSystem());
			}

			return true;
		}
		else if (config->isMappedTo("y", input)) //User has opened up the keyboard.
		{
			mKeyboard->setKeyboardIsOpen(true);
			return true; //Return like other inputs.
		}
		else if(config->isMappedTo("right", input))
		{
			if(Settings::getInstance()->getBool("QuickSystemSelect"))
			{
				onFocusLost();
				ViewController::get()->goToNextGameList();
				return true;
			}
		}else if(config->isMappedTo("left", input))
		{
			if(Settings::getInstance()->getBool("QuickSystemSelect"))
			{
				onFocusLost();
				ViewController::get()->goToPrevGameList();
				return true;
			}
		}
	}
	//Redirect input to keyboard.
	//There needs to be a sleep timer on the y option.
	//THERE IS ALREADY A JUMP TO LETTER FUNCTION IN GUIGAMELISTOPTIONS.cpp
	if (mKeyboard->isOpen())
	{
		//Close keyboard.
		if (config->isMappedTo("b", input) && input.value || config->isMappedTo("y", input) && input.value)
		{
			mKeyboard->setKeyboardIsOpen(false);
		}
		else if (config->isMappedTo("left", input) && input.value)
		{
			mKeyboard->iterateLeft();
			mKeyboardText.setText(mKeyboard->getKeys());
		}
		else if (config->isMappedTo("right", input) && input.value)
		{
			mKeyboard->iterateRight();
			mKeyboardText.setText(mKeyboard->getKeys());
		}
		else if (config->isMappedTo("a", input) && input.value)
		{
			if (mKeyboard->goToKey(mRoot) && mKeyboard->getPrevChoice() !=
				getCursor()->getCleanName()[0])
			{ //Not nullptr
				setCursor(mKeyboard->goToKey(mRoot));
			}
			else
			{
				FileData* cursor = getCursor();
				if (cursor->getType() == GAME)
				{
					Sound::getFromTheme(getTheme(), getName(), "launch")->play();
					launch(cursor);
				}
				else{
					// it's a folder
					if (cursor->getChildren().size() > 0)
					{
						mCursorStack.push(cursor);
						populateList(cursor->getChildren());
					}
				}
			}
		}  
	}

	return IGameListView::input(config, input);
}
Beispiel #5
0
void SystemData::populateFolder(FileData* folder)
{
	const fs::path& folderPath = folder->getPath();
	if(!fs::is_directory(folderPath))
	{
		LOG(LogWarning) << "Error - folder with path \"" << folderPath << "\" is not a directory!";
		return;
	}

	const std::string folderStr = folderPath.generic_string();

	//make sure that this isn't a symlink to a thing we already have
	if(fs::is_symlink(folderPath))
	{
		//if this symlink resolves to somewhere that's at the beginning of our path, it's gonna recurse
		if(folderStr.find(fs::canonical(folderPath).generic_string()) == 0)
		{
			LOG(LogWarning) << "Skipping infinitely recursive symlink \"" << folderPath << "\"";
			return;
		}
	}

	fs::path filePath;
	std::string extension;
	bool isGame;
	for(fs::directory_iterator end, dir(folderPath); dir != end; ++dir)
	{
		filePath = (*dir).path();

		if(filePath.stem().empty())
			continue;

		//this is a little complicated because we allow a list of extensions to be defined (delimited with a space)
		//we first get the extension of the file itself:
		extension = filePath.extension().string();
		
		//fyi, folders *can* also match the extension and be added as games - this is mostly just to support higan
		//see issue #75: https://github.com/Aloshi/EmulationStation/issues/75

		isGame = false;
		if(std::find(mSearchExtensions.begin(), mSearchExtensions.end(), extension) != mSearchExtensions.end())
		{
			FileData* newGame = new FileData(GAME, filePath.generic_string(), this);
			folder->addChild(newGame);
			isGame = true;
		}

		//add directories that also do not match an extension as folders
		if(!isGame && fs::is_directory(filePath))
		{
			FileData* newFolder = new FileData(FOLDER, filePath.generic_string(), this);
			populateFolder(newFolder);

			//ignore folders that do not contain games
			if(newFolder->getChildren().size() == 0)
				delete newFolder;
			else
				folder->addChild(newFolder);
		}
	}
}
bool ISimpleGameListView::input(InputConfig* config, Input input)
{
	if(input.value != 0)
	{
		if(config->isMappedTo("a", input))
		{
			FileData* cursor = getCursor();
			if(cursor->getType() == GAME)
			{
				//Sound::getFromTheme(getTheme(), getName(), "launch")->play();
				launch(cursor);
			}else{
				// it's a folder
				if(cursor->getChildren().size() > 0)
				{
					mCursorStack.push(cursor);
					populateList(cursor->getChildren());
				}
			}
				
			return true;
		}else if(config->isMappedTo("b", input))
		{
			if(mCursorStack.size())
			{
				populateList(mCursorStack.top()->getParent()->getChildren());
				setCursor(mCursorStack.top());
				mCursorStack.pop();
				//Sound::getFromTheme(getTheme(), getName(), "back")->play();
			}else{
				onFocusLost();

				if (mFavoriteChange)
				{
					ViewController::get()->setInvalidGamesList(getCursor()->getSystem());
					mFavoriteChange = false;
				}

				ViewController::get()->goToSystemView(getCursor()->getSystem());
			}

			return true;
		}else if (config->isMappedTo("y", input))
		{
			FileData* cursor = getCursor();
			if (cursor->getSystem()->getHasFavorites())
			{
				if (cursor->getType() == GAME)
				{
					mFavoriteChange = true;
					MetaDataList* md = &cursor->metadata;
					std::string value = md->get("favorite");
					if (value.compare("no") == 0)
					{
						md->set("favorite", "yes");
					}
					else
					{
						md->set("favorite", "no");
					}

					FileData* cursor = getCursor();
					populateList(cursor->getParent()->getChildren());
					setCursor(cursor);
					updateInfoPanel();
				}
			}
		}else if(config->isMappedTo("right", input))
		{
			if(Settings::getInstance()->getBool("QuickSystemSelect"))
			{
				onFocusLost();
				if (mFavoriteChange)
				{
					ViewController::get()->setInvalidGamesList(getCursor()->getSystem());
					mFavoriteChange = false;
				}
				ViewController::get()->goToNextGameList();
				return true;
			}
		}else if(config->isMappedTo("left", input))
		{
			if(Settings::getInstance()->getBool("QuickSystemSelect"))
			{
				onFocusLost();
				if (mFavoriteChange)
				{
					ViewController::get()->setInvalidGamesList(getCursor()->getSystem());
					mFavoriteChange = false;
				}
				ViewController::get()->goToPrevGameList();
				return true;
			}
		}
	}

	return IGameListView::input(config, input);
}