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https://github.com/Fledge68/WiiFlow_Lite.git
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will be created in your wiiflow/settings folder, as soon as the crc32 is generated it will be saved in this file and simply used the next time you download a cover. You also could generate the checksums on pc and then add it to this file, that may be faster than letting wiiflow generate it
70 lines
1.7 KiB
C++
70 lines
1.7 KiB
C++
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//============================================================================
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// Name : plugin.hpp
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// Copyright : 2012 FIX94
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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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using namespace std;
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#include "config/config.hpp"
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#include "loader/disc.h"
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#define SWAP32(x) ((((x) & 0xff) << 24) | (((x) & 0xff00) << 8) | (((x) & 0xff0000) >> 8) | (((x) >> 24) & 0xff))
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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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struct PluginOptions
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{
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u8 *BannerSound;
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u32 BannerSoundSize;
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u32 magicWord;
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string DolName;
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string coverFolder;
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string consoleCoverID;
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wstringEx DisplayName;
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u32 caseColor;
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bool ReturnLoader;
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};
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class Plugin
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{
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public:
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bool AddPlugin(Config &plugin);
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u8* GetBannerSound(u32 magic);
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u32 GetBannerSoundSize();
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char* GetDolName(u32 magic);
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char* GetCoverFolderName(u32 magic);
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string GenerateCoverLink(dir_discHdr gameHeader, string url, Config &Checksums);
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wstringEx GetPluginName(u8 pos);
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u32 getPluginMagic(u8 pos);
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bool PluginExist(u8 pos);
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void SetEnablePlugin(Config &cfg, u8 pos, u8 ForceMode = 0);
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vector<bool> GetEnabledPlugins(Config &cfg);
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bool UseReturnLoader(u32 magic);
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bool isScummVM(u32 magic);
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bool isMplayerCE(u32 magic);
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vector<string> CreateMplayerCEArguments(const char *src);
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void init(string);
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void Cleanup();
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void EndAdd();
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vector<dir_discHdr> ParseScummvmINI(Config &ini, string Device);
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private:
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s8 GetPluginPosition(u32 magic);
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vector<PluginOptions> Plugins;
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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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#endif
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