WiiFlow_Lite/source/gui/GameTDB.hpp

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/****************************************************************************
* Copyright (C) 2010
* by Dimok
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any
* damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any
* purpose, including commercial applications, and to alter it and
* redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you
* must not claim that you wrote the original software. If you use
* this software in a product, an acknowledgment in the product
* documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and
* must not be misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
***************************************************************************/
#ifndef GAMETDB_HPP_
#define GAMETDB_HPP_
#include <vector>
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#include <string>
#include <gccore.h>
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using namespace std;
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enum
{
GAMETDB_RATING_TYPE_CERO,
GAMETDB_RATING_TYPE_ESRB,
GAMETDB_RATING_TYPE_PEGI,
GAMETDB_RATING_TYPE_GRB
};
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typedef struct _Accessory
{
string Name;
bool Required;
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} Accessory;
typedef struct _GameOffsets
{
char gameID[7];
unsigned int gamenode;
unsigned int nodesize;
} ATTRIBUTE_PACKED GameOffsets;
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class GameTDB
{
public:
//! Constructor
GameTDB();
//! Constructor
//! If filepath is passed the xml file is opened and the node offsets are loaded
GameTDB(const char * filepath);
//! Destructor
~GameTDB();
//! If filepath is passed the xml file is opened and the node offsets are loaded
bool OpenFile(const char * filepath);
//! Closes the GameTDB xml file
void CloseFile();
//! Refresh the GameTDB xml file, in case the file has been updated
void Refresh();
//! Set the language code which should be use to find the appropriate language
//! If the language code is not found, the language code defaults to EN
void SetLanguageCode(const char * code) { if(code) LangCode = code; };
//! Get the current set language code
const char * GetLanguageCode() { return LangCode.c_str(); };
//! Get the title of a specific game id in the language defined in LangCode
bool GetTitle(const char *id, const char * &title);
//! Get the synopsis of a specific game id in the language defined in LangCode
bool GetSynopsis(const char *id, const char * &synopsis);
//! Get the region of a game for a specific game id
bool GetRegion(const char *id, const char * &region);
//! Get the developer of a game for a specific game id
bool GetDeveloper(const char *id, const char * &dev);
//! Get the publisher of a game for a specific game id
bool GetPublisher(const char *id, const char * &pub);
//! Get the publish date of a game for a specific game id
//! First 1 byte is the day, than 1 byte month and last 2 bytes is the year
//! year = (return >> 16), month = (return >> 8) & 0xFF, day = return & 0xFF
unsigned int GetPublishDate(const char *id);
//! Get the genre list of a game for a specific game id
bool GetGenres(const char * id, const char * &gen);
//! Get the rating type for a specific game id
//! The rating type can be converted to a string with GameTDB::RatingToString(rating)
int GetRating(const char * id);
//! Get the rating value for a specific game id
bool GetRatingValue(const char * id, const char * &rating_value);
//! Get the rating descriptor list inside a vector for a specific game id
//! Returns the amount of descriptors found or -1 if failed
int GetRatingDescriptors(const char * id, vector<string> & desc_list);
//! Get the wifi player count for a specific game id
//! Returns the amount of wifi players or -1 if failed
int GetWifiPlayers(const char * id);
//! Get the wifi feature list inside a vector for a specific game id
//! Returns the amount of wifi features found or -1 if failed
int GetWifiFeatures(const char * id, vector<string> & feat_list);
//! Get the player count for a specific game id
//! Returns the amount of players or -1 if failed
int GetPlayers(const char * id);
//! Returns the amount of accessoires found or -1 if failed
//! Get the accessoire (inputs) list inside a vector for a specific game id
int GetAccessories(const char * id, vector<Accessory> & acc_list);
//! Get the box (case) color for a specific game id
//! Returns the color in RGB (first 3 bytes)
unsigned int GetCaseColor(const char * id);
int GetCaseVersions(const char * id);
//! Convert a specific game rating to a string
static const char * RatingToString(int rating);
//! Get the version of the gametdb xml database
unsigned long long GetGameTDBVersion();
//! Get the entry count in the xml database
inline size_t GetEntryCount() { return OffsetMap.size(); };
//! Is a database loaded
bool IsLoaded();
private:
bool ParseFile();
bool LoadGameOffsets(const char * path);
bool SaveGameOffsets(const char * path);
bool CheckTitlesIni(const char * path);
bool FindTitle(char *data, const char * &title, const string &langCode);
unsigned int FindCaseColor(char * data);
inline int GetData(char * data, int offset, int size);
inline char * LoadGameNode(const char * id);
inline char * GetGameNode(const char * id);
inline GameOffsets * GetGameOffset(const char * id);
inline char * SeekLang(char * text, const char * langcode);
inline char * GetNodeText(char *data, const char *nodestart, const char *nodeend);
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bool isLoaded;
bool isParsed;
vector<GameOffsets> OffsetMap;
FILE * file;
const char *filepath;
string LangCode;
char *GameNodeCache;
char GameIDCache[7];
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};
#endif