====== X68000 Game Launcher - #2: Filesystem tools, data scraping & config loader ====== ==== fstools.c / fstools.h ==== * https://github.com/megatron-uk/x68klauncher/blob/master/src/fstools.c * https://github.com/megatron-uk/x68klauncher/blob/master/src/fstools.h This library uses the following common header fragment: #include #include #include #include #include "newlib_fixes.h" #include "data.h" #include "fstools.h" We also have a few constants: #define FS_VERBOSE 0 // Enable/disable fstools verbose/debug output #define DIR_BUFFER_SIZE 65 // Size of array for accepting directory paths #define MAX_DRIVES 26 // Maximum number of drive letters #define DRIVE_LETTERS {'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z' } Hopefully most of those make sense. The only interesting piece of information here is the //newlib_fixes.h// header. This contains some fixes to functions that were included in the Lydux GCC standard C library. The following functions in the standard C library are replaced: * extern int _dos_files(struct dos_filbuf *, const char *, int); * extern int _dos_nfiles(struct dos_filbuf *); * extern int _dos_exfiles(struct dos_exfilbuf *, const char *, int); * extern int _dos_exnfiles(struct dos_exfilbuf *); The only reason those fixes are here is that the versions in the standard C library are mis-labelled. No other changes are applied. The //fstools.c// library contains additional calls built on top of basic Hudson68k IO calls and C library system calls to search directory paths, extract drive letters from path names, store the current path whilst changing drives, etc. The main function which is called from outside the library is //findDirs()// which is called by the main application control loop. ---- === dirFromPath() === **Input** * //char *path// - The full path to be extracted * //char *buffer// - An empty string buffer into which the directory name will be copied **Output** * int Returns __0__ on success, __-1__ on error. **Description** Splits a fully qualified path, such as "A:\Games" and returns the "Games" part. Also copes with multi-level paths, such as "A:\Stuff\Games\Games_All", returning "Stuff\Games\Games_All". This is implemented since we have to change drive and directory seperately (Hudson68k provides two seperate calls). **Example** int status; char buffer[99]; status = dirFromPath("A:\\Games", buffer); if (status == 0){ printf("Dirname is: %s", buffer); } ---- === dirHasData() === **Input** * //char *path// - The directory to check **Output** * int Returns __1__ if a file containing metadata for the launcher application is found within a given directory. Otherwise returns __0__. **Description** If we add some method of adding additional data to a game (year of release, genre, some screenshots or artwork), we need a method of storing this information. We could use a central database or record file, but it would be much easier to have a simple text file included with each game. We'll define what that file should be, and what it should contain elsewhere (in //data.h//), for now we just assume that the name will be fixed, and we try to open it with the Hudson68k equivalent call _dos_open(). If the call succeeds, then we return a value to indicate it. We don't do anything with the contents of the file here. **Example** int status; status = dirHasData("Games\\Arkanoid2"); if (status){ printf("This directory has additional metadata file!\n"); } ---- === drvLetterToNum() === **Inputs** * //char drive_letter// - Upper case single character; "A", "B", etc. **Output** * int Returns an integer representing the drive letter. 0 == A, 1 == B, etc. **Description** The Hudson68k system calls for changing drives actually uses numbers, so we need a method for mapping the drive letter part of a path into an integer which can be used in those calls. This uses the DRIVE_LETTERS constant defined in the header. **Example** int drv_num; char drv_letter; drv_letter = "A"; drv_num = drvLetterToNum(drv_letter); printf("Drive number for %c: is %d\n", drv_letter, drv_num); ---- === drvNumToLetter() === **Input** * //int drive_number// - A number representing a drive; 0, 1, 2, etc. **Output** * char Returns a single upper-case character for the drive; A == 0, B == 1, etc. **Description** Exactly the inverse behaviour of //drvLetterToNum()//. **Example** int drv_num; char drv_letter; drv_num = 0; drv_letter = drvNumToLetter(drv_num); printf("Drive number for %c: is %d\n", drv_letter, drv_num); ---- === isDir() === **Input** * //char *path// - A string representing a directory path __without__ the drive prefix; e.g. "Stuff\Games" **Output** * int Returns __1__ if the path is a directory, returns __0__ if the path is actually a file or other non-directory object. **Description** The C library for X68000 as distributed with the [[blog:x68_devtools|Lydux GCC toolchain]] is missing some of the standard directory/file functions as you would expect in a mainly-posix library; namely missing __stat__, __dirent__ and equivalent. Normally you would use //opendir("path")// to determine if a path was a directory or not, but that isn't present here. Instead we use the Hudson68k system call //_dos_open()//, which is normally used to open a file. Instead if you try to open a directory with this call an error value of //_DOSE_ISDIR// is returned, that's an //easy// way to tell if a path is a file or a directory. Anywhere in our code we can now use //isDir("path")// and get a __1__ if it is a dir, __0__ if not. **Example** int status; status = isDir("A:\\This\\is\\not\\a\\folder"); if (status == 1){ printf("Directory\n"); } else { printf("Not a directory\n"); } ---- === findDirs() === **Input** * //char *path// - A string representing a fully qualified path; e.g. "A:\Stuff\Games" * //gamedata_t *gamedata// - A linked list of structs, each one defining a "found" //game// * //int startnum// - Each "found" //game// is given a unique ID, if //findDirs()// is called multiple times, we can pass the starting number of the next batch of ID's. **Returns** * int An integer representing the number of immediate sub-directories found in the searchpath //path//. **Description** This is the main function which is called from outside of the library. Most notably, we'll need to call the findDirs() function for each path that we define as potentially holding game folders; e.g. int found1, found2, found3, found; found1 = found2 = found3 = found = 0; found1 = findDirs("A:\\Games", gamedata, found); found += found1; found2 = findDirs("A:\\Games2", gamedata, found); found += found2; found3 = findDirs("C:\\Games4", gamedata, found); found += found3; We go into the structure of gamedata_t structs further down the page, but for now, it's sufficient to know that it's a linked list of all the individual game subdirectories that we find. Any new subdirectory found is added on to the list at the end. We use all of the previous functions here, finding if paths are valid, if subdirectories have metadata files in them, etc. The results of that are used to determine if a valid game folder has been found and if a new object should be added to the gamedata list. Finally, after we run out of directory entries to search we return a count of how many subdirectories/gamedata objects have been found and created. We can then use the linked list of gamedata objects elsewhere in our application. ---- ==== data.c / data.h ==== * https://github.com/megatron-uk/x68klauncher/blob/master/src/data.c * https://github.com/megatron-uk/x68klauncher/blob/master/src/data.h This function library has the following constants defined: #define SAVEFILE "launcher.txt" // A text file holding the list of all found directories #define INIFILE "launcher.ini" // the ini file holding settings for the main application #define GAMEDAT "launch.dat" // the name of the data file in the game dir to load #define DEFAULT_GENRE "Unknown Genre" // Default genre #define DEFAULT_YEAR 0 // Default year #define DEFAULT_START "!start.bat" // Default replacement for !start.bat is... erm... !start.bat #define DEFAULT_PUBLISHER "" // Default publisher #define DEFAULT_DEVELOPER "" // Default developer #define MAX_IMAGES 16 // max number of images we try to load #define IMAGE_BUFFER_SIZE 256 // Maximum size of game screenshot string (8 + 22 + overhead) #define MAX_DIRS 16 // Maximum number of game search paths - 16 sounds... okay? More importantly, it also defines the following custom data structure types which will be key to the operation of our application: === gamedata_t === typedef struct gamedata { int gameid; // Unique ID for this game - assigned at scan time char drive; // Drive letter char path[65]; // Full drive and path name; e.g. A:\Games\FinalFight char name[22]; // Just the directory name; e.g. FinalFight int has_dat; // Flag to indicate __launch.dat was found in the game directory struct gamedata *next; // Pointer to next gamedata entry } __attribute__((__packed__)) __attribute__((aligned (2))) gamedata_t; The __gamedata_t__ type is used to describe the basic information about every //game// that has been found in the //findDirs()// call, above. We record the drive, path and directory name, as well as indicate whether this particular game has additional metadata provided in the metadata file, the name of which is defined in the header as the constant __GAMEDAT__. Each new game that is found is added on to the end of the existing gamedata list, with the pointer being set in the //*next// variable. === launchdat_t === typedef struct launchdat { char realname[32]; // A 'friendly' name to display the game as, instead of just the directory name char genre[32]; // A string to represent the genre, in case we want to filter by genre int year; // Year the game was released char publisher[32]; // The name of the publisher char developer[32]; // The name of the developer char start[22]; // Override the use of start.bat with an alternate executable char images[IMAGE_BUFFER_SIZE]; // String containing all the image filenames } __attribute__((__packed__)) __attribute__((aligned (2))) launchdat_t; The __launchdat_t__ type holds information that is parsed from a single games metadata file. The file is parsed in combination by functions within //data.c// and //ini.c//, with the final version of the information being set within the launchdat structure. The metadata file format follows the standard Windows .ini file layout, and can thus be parsed by the same functions as the main application config file. It also means that it eschews any complexity from XML, JSON or non-plain-text data. It would be relatively simple to alter or expand the metadata available for a game by adjusting the above structure and adding the additional fields into the parser. If any existing metadata file didn't have the new fields, they would just be left empty. === imagefile_t === typedef struct imagefile { char filename[22]; // Filename of an image struct imagefile *next; // Pointer to the next image file for this game } __attribute__((__packed__)) __attribute__((aligned (2))) imagefile_t; The __imagefile_t__ type is a basic linked-list data structure that stores a list of all the artwork/screenshot filenames as encoded within the metadata file. A new //imagefile// object is added to the list for each individual filename. === gamedir_t === typedef struct gamedir { char path[65]; // Path to search for games struct gamedir *next; // Link to the next search path } __attribute__((__packed__)) __attribute__((aligned (2))) gamedir_t; The __gamedir_t__ type is a basic linked-list data structure that stores a list of all the game search directories as listed within the config file of the main application. A new //gamedir// object is added to the list for each individual filename, and it is this //gamedir// objects //path// variable that is handed to //findDirs()// in order to scrape the game directories. === config_t === typedef struct config { int verbose; // Verbose/debug flag int save; // Save the list of all games to a text file char dirs[1024]; // String containing all game dirs to search - it will then be parsed into a list below: struct gamedir *dir; // List of all the game search dirs } __attribute__((__packed__)) __attribute__((aligned (2))) config_t; The __config_t__ type is the parsed representation of the main applications config file. As of now, this is a relatively compact data structure (verbose output on/off, game list saving on/off, list of search directories). As new functions are added to the application, this may expand. ---- === getGameid() === **Input** * int gameid * gamedata_t *gamedata **Output** * gamedata_t *gamedata **Description** The function takes the head item of the //gamedata// linked-list and loops over all nodes until it finds an instance of a gamedata struct with the game ID //gameid//. We use this function to find a gamedata object when we only know a game ID. Once we have a games gamedata object, we can then use it to look up the additional metadata, since the gamedata object tells us whether it has that additional data file, and where it is located on the filesystem. **Example** int gameid; gamedata_t *gamedata_head = NULL; gameid = 23; // Assuming the gamedata list is already populated... // Keep a record of the head of the list gamedata_head = gamedata; // Return the node which matches the given gameid gamedata = getGameid(gameid); if (gamedata != NULL){ printf("Game ID %d is %s\n", gameid, gamedata->name); } ---- === getLastGamedata() === **Input** * gamedata_t * **Output** * gamedata_t *gamedata **Description** This function loops over all items of the gamedata list, from the current position, until it reaches the end (defined as being the node where the //next// pointer is NULL). We use this to determine where to add a new item to the list. **Example** This is __only__ currently called within the //findDirs()// function and is used to immediately prior to adding a new item to the end of the list. This ensures the list is always extended in one direction and we never overwrite the current list node: gamedata = getLastGamedata(gamedata); gamedata->next = (gamedata_t *) malloc(sizeof(gamedata_t)); gamedata->next->game_id = 1234; gamedata->next->drive = drvNumToLetter(buffer.driveno); strcpy(gamedata->next->path, search_dirname); strcpy(gamedata->next->name, buffer.name); gamedata->next->has_dat = dirHasData(search_dirname); gamedata->next->next = NULL; ---- === getLastImage() === **Input** * imagefile_t *imagefile **Output** * imagefile_t *imagefile **Description** Works much the same as the getLastGamedata() function in that it traverses the image list from the current position until it finds the end (determined by the //next// value being NULL). **Example** This function is only called within getImageList() within data.c, and is used to build the list of image/artwork/screenshot files as set within a metadata file: imagefile = getLastImage(imagefile); imagefile->next = (imagefile_t *) malloc(sizeof(imagefile_t)); strcpy(imagefile->next->filename, p); imagefile->next->next = NULL; ---- === getLastGameDir() === **Input** * gamedir_t *gamedir **Output** * gamedir_t *gamedir **Description** Behaves the same as //getLastGanedata()// and //getLastImage()// but for the game search directories as defined in the application config file. However, the list of game search directories is only parsed once, at startup, so this function remains unused. **Example** __Not currently used.__ ---- === removeGamedata() === **Input** * gamedata_t *gamedata * int verbose **Output** * int **Description** **Example** ---- === removeImagefile() === **Input** * imagefile_t *imagefile **Output** * int **Description** **Example** ---- === sortGamedata() === **Input** * gamedata_t *gamedata * int verbose **Output** * int **Description** **Example** ---- === swapGamedata() === **Input** * gamedata_t *gamedata1 * gamedata_t *gamedata2 **Output** * int **Description** **Example** ---- === launchdatHandler() === **Input** * void* user * const char* section * const char* name * const char* value **Output** * int **Description** **Example** ---- === launchdataDefaults() === **Input** * launchdat_t *launchdat **Description** **Example** ---- === configDefaults() === **Input** * config_t *config **Description** **Example** ---- === getLaunchdata() === **Input** * gamedata_t *gamedata * launchdat_t *launchdat **Output** * int **Description** **Example** ---- === configHandler() === **Input** * void* user * const char* section * const char* name * const char* value **Output** * static int **Description** **Example** ---- === getIni() === **Input** * config_t *config * int verbose **Output** * int **Description** **Example** ---- === getImageList() === **Input** * launchdat_t *launchdat * imagefile_t *imagefile **Output** * int **Description** **Example** ---- === getDirList() === **Input** * config_t *config * gamedir_t *gamedir * int verbose **Output** * int **Description** **Example** ---- ==== ini.c / ini.h ==== * https://github.com/megatron-uk/x68klauncher/blob/master/src/ini.c * https://github.com/megatron-uk/x68klauncher/blob/master/src/ini.h The ini parsing library is a drop-in component from https://github.com/benhoyt/inih. The entire contents of __ini.c__ and __ini.h__ are from that project, only modified to disable or enable certain functionality. The ini parsing functions are used only by a small number of calls within __data.c__, they are not directly called by any other code within the application. ==== Example Configuration ==== The configuration file for the application is (by default, via a constant in //data.h//) named __launcher.txt__ and is searched for in the same directory as the launcher application itself. A hardcoded path is not defined. The contents of an example config file could look as follows [default] verbose=1 savedirs=0 gamedirs=A:\Games,A:\Games3 At a minimum the '//default//' section header and a //gamedirs// variable should be present. ==== Control Flow (a simple main.c) ==== Here's the minimal content of a simple control programme which reads our configuration file from disk, extracts the search directories and scrapes them for content (sub-directories and metadata files). int scrape_dirs; // Number of directories being scraped int found, found_tmp; // Number of gamedirs/games found config_t *config = NULL; // Configuration data as defined in our INIFILE gamedir_t *gamedir = NULL; // List of the game search directories, as defined in our INIFILE gamedata_t *gamedata = NULL; // An initial gamedata record for the first game directory we read gamedata_t *gamedata_head = NULL; // Constant pointer to the start of the gamedata list // Create a new empty gamedata entry which will hold all of // the games that we find gamedata = (gamedata_t *) malloc(sizeof(gamedata_t)); gamedata->next = NULL; // Create a new gamedir list to hold the game search directories // which are extracted from the application config file gamedir = (gamedir_t *) malloc(sizeof(gamedir_t)); gamedir->next = NULL; // Create an instance of a config data, which will be filled // by parsing the application config ini file config = (config_t *) malloc(sizeof(config_t)); config->dir = NULL; // Open our config file and parse the settings inside status = getIni(config, verbose); if (status != 0){ printf("Unable to parse config file!\n"); return -1; } // The list of directories should be at least 3 characters long (A:\).... if (strlen(config->dirs) > 3){ status = getDirList(config, gamedir, config->verbose); if (status < 1){ printf("None of your defined directories could be found - check their paths?\n"); return -1; } } else { printf("No valid search directories defined in config file - set some?\n"); return -1; } // Turn the comma seperated list of paths in our config into a list of game directories gamedir = config->dir; while (gamedir->next != NULL){ gamedir = gamedir->next; scrape_dirs++; } // Scrape each gamedir for subdirectories containing games gamedir = config->dir; while (gamedir->next != NULL){ gamedir = gamedir->next; found_tmp = 0; // Run our findDirs() function to find all first-level subdirectories in this path // and check for additional metadata in each folder. found_tmp = findDirs(gamedir->path, gamedata, found); found = found + found_tmp; printf("Found %d games in %s", found_tmp, gamedir->path); } if (found < 1){ printf("Sorry, no games found!\n"); return -1 } // Sort the list into A-Z sortGamedata(gamedata, config->verbose); At this point, presuming we've set some valid search directories, our gamedata linked-list will have an entry for each sub folder that we've found and may (or may not) have a flag set to indicate that the game has additional metadata (which may or may not include name, publisher, year, genre and a list of screenshots or other artwork). We could potentially have dozens, if not hundreds of data objects in memory now... and it's best that we find some way of displaying this information in a way that befits a proper game browser. We need to get some graphics from disk and into memory. We need a bitmap image loader.... ---- [[blog:x68_launcher_1|<< Back (#1: Design & Logical Structure)]] | [[blog:x68_launcher_3|(#3: Bitmap file loader) Next >>]]