mirror of
https://github.com/Fledge68/WiiFlow_Lite.git
synced 2024-11-01 00:55:06 +01:00
53a06c0f8d
- fixed setting scummvm cover's color via plugin - now scummvm list is cached like all the other lists. but still does not use custom titles or titles from the plugins data xml. - fixed the random bug where covers sometimes were not cached. - fixed minor memory leaks via gametdb.cpp - fixed an issue with using custom backgrounds via source menu. - added the ability to move to next and previous game while on game info menu by using the controllers '+' and '-' buttons - added the ability to launch a game directly from the game info menu by pressing 'A' on the controller. - added the abilty to launch super smash bros melee via nintendont slippi. manually edit wiiflow_lite.ini by adding use_slippi=yes under [GAMECUBE]. google nintendont slippi and slippi project to learn about it. - upped to version 5.4.1
102 lines
3.0 KiB
C++
102 lines
3.0 KiB
C++
/****************************************************************************
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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 _PLUGIN_HPP_
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#define _PLUGIN_HPP_
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#include <fstream>
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#include <iostream>
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#include <string>
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#include <vector>
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#include "config/config.hpp"
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#include "loader/disc.h"
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using namespace std;
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#define TAG_GAME_ID "{gameid}"
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#define TAG_LOC "{loc}"
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#define TAG_CONSOLE "{console}"
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#define PLUGIN "PLUGIN"
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#define PLUGIN_ENABLED "PLUGINS_ENABLED"
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#define PLUGIN_DEV "{device}"
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#define PLUGIN_PATH "{path}"
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#define PLUGIN_NAME "{name}"
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#define PLUGIN_NOEXT "{name_no_ext}"
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#define PLUGIN_LDR "{loader}"
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struct PluginOptions
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{
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u32 magic;
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u32 caseColor;
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int romPartition;
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string romDir;
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string fileTypes;
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string DolName;
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string coverFolder;
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string consoleCoverID;
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string BannerSound;
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u32 BannerSoundSize;
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vector<string> Args;
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wstringEx DisplayName;
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s8 boxMode;
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};
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class Plugin
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{
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public:
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u8 *GetBannerSound(u32 magic);
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u32 GetBannerSoundSize();
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u32 GetCaseColor(u8 pos);
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const char *GetDolName(u32 magic);
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const char *GetCoverFolderName(u32 magic);
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const char *GetRomDir(u8 pos);
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string GetRomName(const char *FullPath);
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string GetRomId(char *romPath, u32 Magic, Config &m_crc, const char *datadir, const char *platform, const char *name);
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int GetRomPartition(u8 pos);
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const string& GetFileTypes(u8 pos);
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wstringEx GetPluginName(u8 pos);
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u32 getPluginMagic(u8 pos);
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s8 GetPluginPosition(u32 magic);
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s8 GetBoxMode(u8 pos);
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void init(const string& m_pluginsDir);
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bool AddPlugin(Config &plugin);
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void Cleanup();
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void EndAdd();
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bool GetEnableStatus(Config &cfg, u32 magic);
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void SetEnablePlugin(Config &cfg, u8 pos, u8 ForceMode = 0);
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const vector<bool> &GetEnabledPlugins(Config &cfg, u8 *num);
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bool PluginExist(u8 pos);
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vector<string> CreateArgs(const char *device, const char *path,
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const char *title, const char *loader, u32 title_len_no_ext, u32 magic);
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string GenerateCoverLink(dir_discHdr gameHeader, const string& constURL, Config &Checksums);
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char PluginMagicWord[9];
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private:
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vector<PluginOptions> Plugins;
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vector<bool> enabledPlugins;
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s8 Plugin_Pos;
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string pluginsDir;
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bool adding;
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};
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extern Plugin m_plugin;
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#endif
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