/**************************************************************************** * 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 #include using namespace std; enum { GAMETDB_RATING_TYPE_CERO, GAMETDB_RATING_TYPE_ESRB, GAMETDB_RATING_TYPE_PEGI, GAMETDB_RATING_TYPE_GRB }; typedef struct _Accessory { string Name; bool Required; } Accessory; typedef struct _GameOffsets { char gameID[7]; unsigned int gamenode; unsigned int nodesize; } __attribute__((__packed__)) GameOffsets; 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 * ®ion); //! 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 & 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 & 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 & 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); bool isLoaded; bool isParsed; vector OffsetMap; FILE * file; const char *filepath; string LangCode; char *GameNodeCache; char GameIDCache[7]; }; #endif