WiiFlow_Lite/source/list/list.hpp
fix94.1 d12e9e84d6 -horribly cleaned up and simplified the whole game list loading
code and process, should be faster now, also the list cache should
take less space now
-using "types" instead of magic word now for internal detection, 
faster and easier to handle
-prepared wiiflows code for custom coverflow which can have all
types together (nothing added yet)
2012-06-16 17:03:23 +00:00

32 lines
841 B
C++

#ifndef CLIST
#define CLIST
#include <ogcsys.h>
#include <dirent.h>
#include <sys/types.h>
#include <sys/param.h>
#include <sys/stat.h>
#include <unistd.h>
#include "DeviceHandler.hpp"
#include "wbfs_ext.h"
#include "libwbfs/libwbfs.h"
#include "disc.h"
#include "text.hpp"
#include "cache.hpp"
#include "config/config.hpp"
template <typename T>
class CList
{
public:
CList(){};
~CList(){};
void GetPaths(vector<string> &pathlist, string containing, string directory, bool wbfs_fs = false, bool dml = false, bool depth_limit = true);
void GetHeaders(vector<string> pathlist, vector<T> &headerlist, string, string, string, Config &plugin);
void GetChannels(vector<T> &headerlist, string, u32, string);
private:
void Check_For_ID(char *id, string path, string one, string two);
};
#endif