mirror of
https://github.com/Fledge68/WiiFlow_Lite.git
synced 2024-12-17 23:41:53 +01:00
-moved create sourceflow list to listgenerator and rewrote the code a little to include a sourceflow.db list cache file. may speed up loading sourceflow.
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abcd42885b
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070612c161
@ -332,3 +332,51 @@ void GetFiles(const char *Path, const vector<string>& FileTypes,
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GetFiles(p->c_str(), FileTypes, AddFile, CompareFolders, max_depth, depth + 1);
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SubPaths.clear();
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}
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void ListGenerator::createSFList(u8 maxBtns, Config &m_sourceMenuCfg, bool show_homebrew, bool show_channel, bool show_plugin, bool show_gc,
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const string& sourceDir, const string& DBName, bool UpdateCache)
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{
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if(!DBName.empty())
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{
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if(UpdateCache)
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fsop_deleteFile(DBName.c_str());
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else
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{
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CCache(*this, DBName, LOAD);
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if(!this->empty())
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return;
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fsop_deleteFile(DBName.c_str());
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}
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}
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char btn_selected[256];
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for(u8 i = 0; i < maxBtns; i++)
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{
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memset(btn_selected, 0, 256);
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strncpy(btn_selected, fmt("BUTTON_%i", i), 255);
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string source = m_sourceMenuCfg.getString(btn_selected, "source","");
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if(source == "")
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continue;
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if(source == "dml" && !show_gc)
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continue;
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else if(source == "emunand" && !show_channel)
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continue;
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else if(source == "homebrew" && (!show_homebrew))
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continue;
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else if((source == "plugin" || source == "allplugins") && !show_plugin)
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continue;
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const char *path = fmt("%s/%s", sourceDir.c_str(), m_sourceMenuCfg.getString(btn_selected, "image", "").c_str());
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memset((void*)&ListElement, 0, sizeof(dir_discHdr));
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ListElement.index = m_gameList.size();
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strncpy(ListElement.id, "SOURCE", 6);
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strncpy(ListElement.path, path, sizeof(ListElement.path) - 1);
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ListElement.casecolor = 0xFFFFFF;
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ListElement.type = TYPE_SOURCE;
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ListElement.settings[0] = i;
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const char *title = m_sourceMenuCfg.getString(btn_selected, "title", fmt("title_%i", i)).c_str();
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mbstowcs(ListElement.title, title, 63);
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Asciify(ListElement.title);
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m_gameList.push_back(ListElement);
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}
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if(!this->empty() && !DBName.empty()) /* Write a new Cache */
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CCache(*this, DBName, SAVE);
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}
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@ -1,53 +1,55 @@
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/****************************************************************************
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* Copyright (C) 2012 FIX94
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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****************************************************************************/
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#ifndef _LISTGENERATOR_HPP_
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#define _LISTGENERATOR_HPP_
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#include <string>
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#include <vector>
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#include <stdio.h>
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#include "types.h"
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#include "config/config.hpp"
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#include "loader/wbfs.h"
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#include "loader/disc.h"
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#include "gui/GameTDB.hpp"
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using namespace std;
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class ListGenerator : public vector<dir_discHdr>
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{
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public:
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void Init(const char *settingsDir, const char *Language);
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void CreateList(u32 Flow, u32 Device, const string& Path, const vector<string>& FileTypes,
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const string& DBName, bool UpdateCache);
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u32 Color;
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u32 Magic;
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private:
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void OpenConfigs();
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void CloseConfigs();
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string gameTDB_Path;
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string CustomTitlesPath;
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string gameTDB_Language;
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};
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typedef void (*FileAdder)(char *Path);
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void GetFiles(const char *Path, const vector<string>& FileTypes,
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FileAdder AddFile, bool CompareFolders, u32 max_depth = 2, u32 depth = 1);
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extern ListGenerator m_gameList;
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#endif /*_LISTGENERATOR_HPP_*/
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/****************************************************************************
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* Copyright (C) 2012 FIX94
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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****************************************************************************/
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#ifndef _LISTGENERATOR_HPP_
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#define _LISTGENERATOR_HPP_
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#include <string>
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#include <vector>
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#include <stdio.h>
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#include "types.h"
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#include "config/config.hpp"
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#include "loader/wbfs.h"
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#include "loader/disc.h"
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#include "gui/GameTDB.hpp"
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using namespace std;
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class ListGenerator : public vector<dir_discHdr>
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{
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public:
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void createSFList(u8 maxBtns, Config &m_sourceMenuCfg, bool show_homebrew, bool show_channel, bool show_plugin, bool show_gc, const string& sourceDir,
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const string& DBName, bool UpdateCache);
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void Init(const char *settingsDir, const char *Language);
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void CreateList(u32 Flow, u32 Device, const string& Path, const vector<string>& FileTypes,
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const string& DBName, bool UpdateCache);
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u32 Color;
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u32 Magic;
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private:
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void OpenConfigs();
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void CloseConfigs();
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string gameTDB_Path;
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string CustomTitlesPath;
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string gameTDB_Language;
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};
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typedef void (*FileAdder)(char *Path);
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void GetFiles(const char *Path, const vector<string>& FileTypes,
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FileAdder AddFile, bool CompareFolders, u32 max_depth = 2, u32 depth = 1);
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extern ListGenerator m_gameList;
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#endif /*_LISTGENERATOR_HPP_*/
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@ -2236,7 +2236,7 @@ bool CMenu::_loadGamecubeList()
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string gameDir(fmt(gc_games_dir, DeviceName[currentPartition]));
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string cacheDir(fmt("%s/%s_gamecube.db", m_listCacheDir.c_str(), DeviceName[currentPartition]));
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bool updateCache = m_cfg.getBool(GC_DOMAIN, "update_cache");
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m_gameList.CreateList(COVERFLOW_GAMECUBE, currentPartition, gameDir, stringToVector(".iso|root", '|'),cacheDir, updateCache);
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m_gameList.CreateList(COVERFLOW_GAMECUBE, currentPartition, gameDir, stringToVector(".iso|root", '|'), cacheDir, updateCache);
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m_cfg.remove(GC_DOMAIN, "update_cache");
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return true;
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}
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@ -1061,7 +1061,6 @@ private:
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bool _Boot();
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void _Paths();
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void _sourceFlow();
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void _createSFList();
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void _mainLoopCommon(bool withCF = false, bool adjusting = false);
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public:
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void directlaunch(const char *GameID);
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@ -172,7 +172,14 @@ void CMenu::LoadView(void)
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if(m_cfg.getBool("GENERAL", "save_favorites_mode", false))
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m_favorites = m_cfg.getBool(_domainFromView(), "favorites", false);
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if(m_sourceflow)
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_createSFList();
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{
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m_gameList.clear();
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string cacheDir(fmt("%s/sourceflow.db", m_listCacheDir.c_str()));
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bool updateCache = m_cfg.getBool("SOURCEFLOW", "update_cache");
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u8 maxBtns = m_cfg.getInt("GENERAL", "max_source_buttons", 71);
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m_gameList.createSFList(maxBtns, m_source, show_homebrew, show_channel, show_plugin, show_gamecube, m_sourceDir, cacheDir, updateCache);
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m_cfg.remove("SOURCEFLOW", "update_cache");
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}
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else
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_loadList();
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@ -180,44 +180,6 @@ void CMenu::_showSourceNotice(void)
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exitSource = false;
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}
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dir_discHdr sourceList;
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void CMenu::_createSFList()
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{
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bool show_homebrew = !m_cfg.getBool(HOMEBREW_DOMAIN, "disable", false);
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bool show_channel = !m_cfg.getBool("GENERAL", "hidechannel", false);
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bool show_emu = !m_cfg.getBool(PLUGIN_DOMAIN, "disable", false);
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bool parental_homebrew = m_cfg.getBool(HOMEBREW_DOMAIN, "parental", false);
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m_gameList.clear();
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for(u8 i = 0; i < m_cfg.getInt("GENERAL", "max_source_buttons", 71); i++)
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{
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memset(btn_selected, 0, 256);
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strncpy(btn_selected, fmt("BUTTON_%i", i), 255);
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string source = m_source.getString(btn_selected, "source","");
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if(source == "")
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continue;
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if(source == "dml" && !m_show_gc)
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continue;
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else if(source == "emunand" && !show_channel)
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continue;
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else if(source == "homebrew" && (!show_homebrew || (!parental_homebrew && m_locked)))
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continue;
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else if((source == "plugin" || source == "allplugins") && !show_emu)
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continue;
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const char *path = fmt("%s/%s", m_sourceDir.c_str(), m_source.getString(btn_selected, "image", "").c_str());
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memset((void*)&sourceList, 0, sizeof(dir_discHdr));
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sourceList.index = m_gameList.size();
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strncpy(sourceList.id, "SOURCE", 6);
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strncpy(sourceList.path, path, sizeof(sourceList.path) - 1);
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sourceList.casecolor = 0xFFFFFF;
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sourceList.type = TYPE_SOURCE;
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sourceList.settings[0] = i;
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const char *title = m_source.getString(btn_selected, "title", fmt("title_%i", i)).c_str();
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mbstowcs(sourceList.title, title, 63);
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Asciify(sourceList.title);
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m_gameList.push_back(sourceList);
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}
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}
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void CMenu::_sourceFlow()
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{
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u8 k;
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