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utils.js
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utils.js
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// gameOS theme
// Copyright (C) 2018-2020 Seth Powell
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
// This file contains some helper scripts for formatting data
// For multiplayer games, show the player count as '1-N'
function formatPlayers(playerCount) {
if (playerCount === 1)
return playerCount
return "1-" + playerCount;
}
// Show dates in Y-M-D format
function formatDate(date) {
return Qt.formatDate(date, "yyyy-MM-dd");
}
// Show last played time as text. Based on the code of the default Pegasus theme.
// Note to self: I should probably move this into the API.
function formatLastPlayed(lastPlayed) {
if (isNaN(lastPlayed))
return "never";
var now = new Date();
var elapsedHours = (now.getTime() - lastPlayed.getTime()) / 1000 / 60 / 60;
if (elapsedHours < 24 && now.getDate() === lastPlayed.getDate())
return "today";
var elapsedDays = Math.round(elapsedHours / 24);
if (elapsedDays <= 1)
return "yesterday";
return elapsedDays + " days ago"
}
// Display the play time (provided in seconds) with text.
// Based on the code of the default Pegasus theme.
// Note to self: I should probably move this into the API.
function formatPlayTime(playTime) {
var minutes = Math.ceil(playTime / 60)
if (minutes <= 90)
return Math.round(minutes) + " minutes";
return parseFloat((minutes / 60).toFixed(1)) + " hours"
}
// Process the platform name to make it friendly for the logo
// Unfortunately necessary for LaunchBox
function processPlatformName(platform) {
switch (platform) {
case "panasonic 3do":
return "3do";
break;
case "3do interactive multiplayer":
return "3do";
break;
case "amstrad cpc":
return "amstradcpc";
break;
case "apple ii":
return "apple2";
break;
case "atari 800":
return "atari800";
break;
case "atari 2600":
return "atari2600";
break;
case "atari 5200":
return "atari5200";
break;
case "atari 7800":
return "atari7800";
break;
case "atari jaguar":
return "atarijaguar";
break;
case "atari jaguar cd":
return "atarijaguarcd";
break;
case "atari lynx":
return "atarilynx";
break;
case "atari st":
return "atarist";
break;
case "commodore 64":
return "c64";
break;
case "tandy trs-80":
return "coco";
break;
case "commodore amiga":
return "amiga";
break;
case "sega dreamcast":
return "dreamcast";
break;
case "final burn alpha":
return "fba";
break;
case "sega game gear":
return "gamegear";
break;
case "nintendo game boy":
return "gb";
break;
case "nintendo game boy advance":
return "gba";
break;
case "nintendo game boy color":
return "gbc";
break;
case "nintendo gamecube":
return "gc";
break;
case "sega genesis":
return "genesis";
break;
case "mattel intellivision":
return "intellivision";
break;
case "sammy atomiswave":
return "atomiswave";
break;
case "sega master system":
return "mastersystem";
break;
case "sega mega drive":
return "megadrive";
break;
case "sega genesis":
return "genesis";
break;
case "microsoft msx":
return "msx";
break;
case "nintendo 64":
return "n64";
break;
case "nintendo ds":
return "nds";
break;
case "snk neo geo aes":
return "neogeo";
break;
case "snk neo geo mvs":
return "neogeo";
break;
case "snk neo geo cd":
return "neogeocd";
break;
case "nintendo 64":
return "segacd";
break;
case "nintendo entertainment system":
return "nes";
break;
case "snk neo geo pocket":
return "ngp";
break;
case "snk neo geo pocket color":
return "ngpc";
break;
case "sega cd":
return "segacd";
break;
case "nec turbografx-16":
return "turbografx16";
break;
case "sony psp":
return "psp";
break;
case "sony playstation":
return "psx";
break;
case "sony playstation 2":
return "ps2";
break;
case "sony playstation 3":
return "ps3";
break;
case "sony playstation vita":
return "vita";
break;
case "sega saturn":
return "saturn";
break;
case "sega 32x":
return "sega32x";
break;
case "super nintendo entertainment system":
return "snes";
break;
case "sega cd":
return "segacd";
break;
case "nintendo wii":
return "wii";
break;
case "nintendo wii u":
return "wiiu";
break;
case "nintendo 3ds":
return "3ds";
break;
case "microsoft xbox":
return "xbox";
break;
case "microsoft xbox 360":
return "xbox360";
break;
case "nintendo switch":
return "switch";
break;
default:
return platform;
}
}
function processButtonArt(button) {
var buttonModel;
switch (button) {
case "accept":
buttonModel = api.keys.accept;
break;
case "cancel":
buttonModel = api.keys.cancel;
break;
case "filters":
buttonModel = api.keys.filters;
break;
case "details":
buttonModel = api.keys.details;
break;
case "nextPage":
buttonModel = api.keys.nextPage;
break;
case "prevPage":
buttonModel = api.keys.prevPage;
break;
case "pageUp":
buttonModel = api.keys.pageUp;
break;
case "pageDown":
buttonModel = api.keys.pageDown;
break;
default:
buttonModel = api.keys.accept;
}
var i;
for (i = 0; buttonModel.length; i++) {
if (buttonModel[i].name().includes("Gamepad")) {
var buttonValue = buttonModel[i].key.toString(16)
return buttonValue.substring(buttonValue.length-1, buttonValue.length);
}
}
}
function steamAppID (gameData) {
var str = gameData.assets.boxFront.split("header");
return str[0];
}
function steamBoxArt(gameData) {
return steamAppID(gameData) + '/library_600x900_2x.jpg';
}
function steamLogo(gameData) {
return steamAppID(gameData) + "/logo.png"
}
function steamHero(gameData) {
return steamAppID(gameData) + "/library_hero.jpg"
}
// Just use boxFront?
function steamHeader(gameData) {
return steamAppID(gameData) + "/header.jpg"
}
function boxArt(data) {
if (data != null) {
if (data.assets.boxFront.includes("/header.jpg"))
return steamBoxArt(data);
else {
if (data.assets.boxFront != "")
return data.assets.boxFront;
else if (data.assets.poster != "")
return data.assets.poster;
else if (data.assets.banner != "")
return data.assets.banner;
else if (data.assets.tile != "")
return data.assets.tile;
else if (data.assets.cartridge != "")
return data.assets.cartridge;
else if (data.assets.logo != "")
return data.assets.logo;
}
}
return "";
}
function logo(data) {
if (data != null) {
if (data.assets.boxFront.includes("/header.jpg"))
return steamLogo(data);
else {
if (data.assets.logo != "")
return data.assets.logo;
}
}
return "";
}
function fanArt(data) {
if (data != null) {
if (data.assets.boxFront.includes("/header.jpg"))
return steamHero(data);
else {
if (data.assets.background != "")
return data.assets.background;
else if (data.assets.screenshots[0])
return data.assets.screenshots[0];
}
}
return "";
}
// Place Steam collections at the beginning of the list
function reorderCollection(model) {
for(var i=0; i<model.count; i++) {
if (model.get(i).name == "Steam") {
model.move(i,0);
return model;
}
}
return model;
}
// Shuffle function
function shuffle(model){
var currentIndex = model.count, temporaryValue, randomIndex;
// While there remain elements to shuffle...
while (0 !== currentIndex) {
// Pick a remaining element...
randomIndex = Math.floor(Math.random() * currentIndex)
currentIndex -= 1
// And swap it with the current element.
// the dictionaries maintain their reference so a copy should be made
// https://stackoverflow.com/a/36645492/6622587
temporaryValue = JSON.parse(JSON.stringify(model.get(currentIndex)))
model.set(currentIndex, model.get(randomIndex))
model.set(randomIndex, temporaryValue);
}
return model;
}
function uniqueGameValues(fieldName) {
const set = new Set();
api.allGames.toVarArray().forEach(game => {
game[fieldName].forEach(v => set.add(v));
});
return [...set.values()].sort();
}
function uniqueValuesArray(fieldName) {
let arr = [];
var allGames = api.allGames.toVarArray();
for(var i=0;i<allGames.length;i++) {
arr.push(allGames[i][fieldName]);
}
return arr;
}
function shuffleArray(array) {
var currentIndex = array.length, temporaryValue, randomIndex;
// While there remain elements to shuffle...
while (0 !== currentIndex) {
// Pick a remaining element...
randomIndex = Math.floor(Math.random() * currentIndex);
currentIndex -= 1;
// And swap it with the current element.
temporaryValue = array[currentIndex];
array[currentIndex] = array[randomIndex];
array[randomIndex] = temporaryValue;
}
return array;
}
function returnRandom(array) {
return array[Math.floor(Math.random() * array.length)];
}