WiiFlow_Lite/source/list/cachedlist.hpp

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#ifndef CACHEDLIST
#define CACHEDLIST
#include "list.hpp"
#include "cache.hpp"
#include "safe_vector.hpp"
#include "gecko.h"
#include "config/config.hpp"
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using namespace std;
enum {
COVERFLOW_USB,
COVERFLOW_DML,
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COVERFLOW_CHANNEL,
COVERFLOW_EMU,
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COVERFLOW_HOMEBREW,
COVERFLOW_MAX
};
template <typename T = dir_discHdr>
class CachedList : public safe_vector<T>
{
public:
void Init(string cachedir, string settingsDir, string curLanguage, string DMLgameDir, bool extcheck) /* Initialize Private Variables */
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{
m_cacheDir = cachedir;
m_settingsDir = settingsDir;
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m_curLanguage = m_lastLanguage = curLanguage;
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m_loaded = false;
m_database = "";
m_update = false;
m_extcheck = extcheck;
m_DMLgameDir = DMLgameDir;
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for(u32 i = 0; i < COVERFLOW_MAX; i++)
force_update[i] = false;
}
void Update(u32 view = COVERFLOW_MAX) /* Force db update on next load */
{
if(view == COVERFLOW_MAX)
for(u32 i = 0; i < COVERFLOW_MAX; i++)
{
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force_update[i] = true;
gprintf("force_update[%d] = true\n", i);
}
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else
{
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force_update[view] = true;
gprintf("force_update[%d] = true\n", view);
}
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}
void Load(string path, string containing, string m_lastLanguage, Config &m_plugin);
void LoadChannels(string path, u32 channelType, string m_lastLanguage);
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void Unload(){if(m_loaded) {this->clear(); m_loaded = false; m_database = "";}};
void Save() {if(m_loaded) CCache<T>(*this, m_database, SAVE);} /* Save All */
void Get(T tmp, u32 index) {if(m_loaded) CCache<T>(tmp, m_database, index, LOAD);} /* Load One */
void Set(T tmp, u32 index) {if(m_loaded) CCache<T>(tmp, m_database, index, SAVE);} /* Save One */
void Add(T tmp) {if(m_loaded) CCache<T>(*this, m_database, tmp, ADD);} /* Add One */
void Remove(u32 index) {if(m_loaded) CCache<T>(*this, m_database, index, REMOVE);} /* Remove One */
void SetLanguage(string curLanguage) { m_curLanguage = curLanguage; }
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private:
string make_db_name(string path);
bool m_loaded;
bool m_update;
bool m_wbfsFS;
bool m_extcheck;
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u8 force_update[COVERFLOW_MAX];
CList<T> list;
string m_database;
string m_cacheDir;
string m_settingsDir;
string m_curLanguage;
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string m_lastLanguage;
string m_discinf;
string m_DMLgameDir;
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};
#endif