WiiFlow_Lite/source/gui/GameTDB.cpp
yardape8000 40f3a44fef - Add uDraw icons to game info screen
- Clear old game info so it does not show for games without any gameTDB info.
- Only allow Update to show if not in parental lock mode.
2012-05-03 01:34:56 +00:00

1057 lines
22 KiB
C++

/****************************************************************************
* 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.
***************************************************************************/
#include <stdio.h>
#include <stdlib.h>
#include <string>
#include <cstring>
#include "GameTDB.hpp"
#include "config.hpp"
#include "video.hpp"
#include "gecko.h"
#include "defines.h"
#include "text.hpp"
#define NAME_OFFSET_DB "gametdb_offsets.bin"
#define MAXREADSIZE 1024*1024 // Cache size only for parsing the offsets: 1MB
typedef struct _ReplaceStruct
{
const char * orig;
char replace;
short size;
} ReplaceStruct;
//! More replacements can be added if needed
static const ReplaceStruct Replacements[] =
{
{ "&gt;", '>', 4 },
{ "&lt;", '<', 4 },
{ "&quot;", '\"', 6 },
{ "&apos;", '\'', 6 },
{ "&amp;", '&', 5 },
{ NULL, '\0', 0 }
};
GameTDB::GameTDB()
: isLoaded(false), isParsed(false), file(0), filepath(0), LangCode("EN"), GameNodeCache(0)
{
}
GameTDB::GameTDB(const char * filepath)
: isLoaded(false), isParsed(false), file(0), filepath(0), LangCode("EN"), GameNodeCache(0)
{
OpenFile(filepath);
}
GameTDB::~GameTDB()
{
CloseFile();
}
bool GameTDB::OpenFile(const char * filepath)
{
if(!filepath) return false;
gprintf("Trying to open '%s'...", filepath);
file = fopen(filepath, "rb");
if(file)
{
this->filepath = filepath;
gprintf("success\n");
int pos;
string OffsetsPath = filepath;
if((pos = OffsetsPath.find_last_of('/')) != (int) string::npos)
OffsetsPath[pos] = '\0';
else
OffsetsPath.clear(); //! Relative path
gprintf("Checking game offsets\n");
LoadGameOffsets(OffsetsPath.c_str());
/*if (!isParsed)
{
gprintf("Checking titles.ini\n");
CheckTitlesIni(OffsetsPath.c_str());
}*/
}
else gprintf("failed\n");
isLoaded = (file != NULL);
return isLoaded;
}
void GameTDB::CloseFile()
{
OffsetMap.clear();
if(GameNodeCache)
delete [] GameNodeCache;
GameNodeCache = NULL;
if(file) fclose(file);
file = NULL;
}
void GameTDB::Refresh()
{
gprintf("Refreshing file '%s'\n", filepath);
CloseFile();
if (filepath == NULL)
return;
OpenFile(filepath);
}
bool GameTDB::LoadGameOffsets(const char * path)
{
if(!path) return false;
string OffsetDBPath = path;
if(strlen(path) > 0 && path[strlen(path)-1] != '/')
OffsetDBPath += '/';
OffsetDBPath += NAME_OFFSET_DB;
FILE * fp = fopen(OffsetDBPath.c_str(), "rb");
if(!fp)
{
bool result = ParseFile();
if(result)
SaveGameOffsets(OffsetDBPath.c_str());
return result;
}
unsigned long long ExistingVersion = GetGameTDBVersion();
unsigned long long Version = 0;
unsigned int NodeCount = 0;
fread(&Version, 1, sizeof(Version), fp);
if(ExistingVersion != Version)
{
fclose(fp);
bool result = ParseFile();
if(result)
SaveGameOffsets(OffsetDBPath.c_str());
return result;
}
fread(&NodeCount, 1, sizeof(NodeCount), fp);
if(NodeCount == 0)
{
fclose(fp);
bool result = ParseFile();
if(result)
SaveGameOffsets(OffsetDBPath.c_str());
return result;
}
OffsetMap.resize(NodeCount);
if(fread(&OffsetMap[0], 1, NodeCount*sizeof(GameOffsets), fp) != NodeCount*sizeof(GameOffsets))
{
fclose(fp);
bool result = ParseFile();
if(result)
SaveGameOffsets(OffsetDBPath.c_str());
return result;
}
fclose(fp);
return true;
}
bool GameTDB::SaveGameOffsets(const char * path)
{
if(OffsetMap.size() == 0 || !path)
return false;
FILE * fp = fopen(path, "wb");
if(!fp) return false;
unsigned long long ExistingVersion = GetGameTDBVersion();
unsigned int NodeCount = OffsetMap.size();
if(fwrite(&ExistingVersion, 1, sizeof(ExistingVersion), fp) != sizeof(ExistingVersion))
{
fclose(fp);
return false;
}
if(fwrite(&NodeCount, 1, sizeof(NodeCount), fp) != sizeof(NodeCount))
{
fclose(fp);
return false;
}
if(fwrite(&OffsetMap[0], 1, NodeCount*sizeof(GameOffsets), fp) != NodeCount*sizeof(GameOffsets))
{
fclose(fp);
return false;
}
fclose(fp);
return true;
}
unsigned long long GameTDB::GetGameTDBVersion()
{
if(!file)
return 0;
char TmpText[1024];
if(GetData(TmpText, 0, sizeof(TmpText)) < 0)
return 0;
char * VersionText = GetNodeText(TmpText, "<GameTDB version=\"", "/>");
if(!VersionText)
return 0;
return strtoull(VersionText, NULL, 10);
}
int GameTDB::GetData(char * data, int offset, int size)
{
if(!file || !data)
return -1;
fseek(file, offset, SEEK_SET);
return fread(data, 1, size, file);
}
char * GameTDB::LoadGameNode(const char * id)
{
unsigned int read = 0;
GameOffsets * offset = this->GetGameOffset(id);
if(!offset)
return NULL;
char * data = new (std::nothrow) char[offset->nodesize+1];
if(!data)
return NULL;
if((read = GetData(data, offset->gamenode, offset->nodesize)) != offset->nodesize)
{
delete [] data;
return NULL;
}
data[read] = '\0';
return data;
}
char * GameTDB::GetGameNode(const char * id)
{
char * data = NULL;
if(GameNodeCache != 0 && strncmp(id, GameIDCache, strlen(GameIDCache)) == 0)
{
data = new (std::nothrow) char[strlen(GameNodeCache)+1];
if(data)
strcpy(data, GameNodeCache);
}
else
{
if(GameNodeCache)
delete [] GameNodeCache;
GameNodeCache = LoadGameNode(id);
if(GameNodeCache)
{
snprintf(GameIDCache, sizeof(GameIDCache), id);
data = new (std::nothrow) char[strlen(GameNodeCache)+1];
if(data)
strcpy(data, GameNodeCache);
}
}
return data;
}
GameOffsets * GameTDB::GetGameOffset(const char * gameID)
{
for(unsigned int i = 0; i < OffsetMap.size(); ++i)
{
if(strncmp(gameID, OffsetMap[i].gameID, strlen(OffsetMap[i].gameID)) == 0)
return &OffsetMap[i];
}
return 0;
}
static inline char * CleanText(char * in_text)
{
if(!in_text)
return NULL;
const char * ptr = in_text;
char * text = in_text;
while(*ptr != '\0')
{
for(int i = 0; Replacements[i].orig != 0; ++i)
{
if(strncmp(ptr, Replacements[i].orig, Replacements[i].size) == 0)
{
ptr += Replacements[i].size;
*text = Replacements[i].replace;
++text;
i = 0;
continue;
}
}
if(*ptr == '\r')
{
++ptr;
continue;
}
*text = *ptr;
++ptr;
++text;
}
*text = '\0';
return in_text;
}
char * GameTDB::GetNodeText(char * data, const char * nodestart, const char * nodeend)
{
if(!data || !nodestart || !nodeend)
return NULL;
char * position = strstr(data, nodestart);
if(!position)
return NULL;
position += strlen(nodestart);
char * end = strstr(position, nodeend);
if(!end)
return NULL;
*end = '\0';
return CleanText(position);
}
char * GameTDB::SeekLang(char * text, const char * langcode)
{
if(!text || !langcode) return NULL;
char * ptr = text;
while((ptr = strstr(ptr, "<locale lang=")) != NULL)
{
ptr += strlen("<locale lang=\"");
if(strncmp(ptr, langcode, strlen(langcode)) == 0)
{
//! Cut off all the other languages
char * end = strstr(ptr, "</locale>");
if(!end)
return NULL;
end += strlen("</locale>");
*end = '\0';
return ptr;
}
}
return NULL;
}
bool GameTDB::ParseFile()
{
OffsetMap.clear();
if(!file)
return false;
char * Line = new (std::nothrow) char[MAXREADSIZE+1];
if(!Line)
return false;
bool readnew = false;
int i, currentPos = 0;
int read = 0;
const char * gameNode = NULL;
const char * idNode = NULL;
const char * gameEndNode = NULL;
while((read = GetData(Line, currentPos, MAXREADSIZE)) > 0)
{
gameNode = Line;
readnew = false;
//! Ensure the null termination at the end
Line[read] = '\0';
while((gameNode = strstr(gameNode, "<game name=\"")) != NULL)
{
idNode = strstr(gameNode, "<id>");
gameEndNode = strstr(gameNode, "</game>");
if(!idNode || !gameEndNode)
{
//! We are in the middle of the game node, reread complete node and more
currentPos += (gameNode-Line);
fseek(file, currentPos, SEEK_SET);
readnew = true;
break;
}
idNode += strlen("<id>");
gameEndNode += strlen("</game>");
int size = OffsetMap.size();
OffsetMap.resize(size+1);
for(i = 0; i < 7 && *idNode != '<'; ++i, ++idNode)
OffsetMap[size].gameID[i] = *idNode;
OffsetMap[size].gameID[i] = '\0';
OffsetMap[size].gamenode = currentPos+(gameNode-Line);
OffsetMap[size].nodesize = (gameEndNode-gameNode);
gameNode = gameEndNode;
}
if(readnew)
continue;
currentPos += read;
}
delete [] Line;
return true;
}
bool GameTDB::FindTitle(char * data, string & title, string langCode)
{
char * language = SeekLang(data, langCode.c_str());
if(!language)
{
language = SeekLang(data, "EN");
if(!language)
{
return false;
}
}
char * the_title = GetNodeText(language, "<title>", "</title>");
if(!the_title)
{
return false;
}
char tmp[64];
strncpy(tmp, the_title, sizeof(tmp) - 1);
tmp[sizeof(tmp) - 1] = '\0';
title=tmp;
return true;
}
bool GameTDB::GetTitle(const char * id, string & title)
{
title = "";
if(!id) return false;
char * data = GetGameNode(id);
if(!data) return false;
bool retval = FindTitle(data, title, LangCode);
delete [] data;
return retval;
}
bool GameTDB::GetSynopsis(const char * id, string & synopsis)
{
synopsis = "";
if(!id) return false;
char * data = GetGameNode(id);
if(!data) return false;
char * language = SeekLang(data, LangCode.c_str());
if(!language)
{
language = SeekLang(data, "EN");
if(!language)
{
delete [] data;
return false;
}
}
char * the_synopsis = GetNodeText(language, "<synopsis>", "</synopsis>");
if(!the_synopsis)
{
delete [] data;
return false;
}
synopsis = the_synopsis;
delete [] data;
return true;
}
bool GameTDB::GetRegion(const char * id, string & region)
{
region = "";
if(!id) return false;
char * data = GetGameNode(id);
if(!data) return false;
char * the_region = GetNodeText(data, "<region>", "</region>");
if(!the_region)
{
delete [] data;
return false;
}
region = the_region;
delete [] data;
return true;
}
bool GameTDB::GetDeveloper(const char * id, string & dev)
{
dev = "";
if(!id) return false;
char * data = GetGameNode(id);
if(!data) return false;
char * the_dev = GetNodeText(data, "<developer>", "</developer>");
if(!the_dev)
{
delete [] data;
return false;
}
dev = the_dev;
delete [] data;
return true;
}
bool GameTDB::GetPublisher(const char * id, string & pub)
{
pub = "";
if(!id) return false;
char * data = GetGameNode(id);
if(!data) return false;
char * the_pub = GetNodeText(data, "<publisher>", "</publisher>");
if(!the_pub)
{
delete [] data;
return false;
}
pub = the_pub;
delete [] data;
return true;
}
unsigned int GameTDB::GetPublishDate(const char * id)
{
if(!id) return 0;
char * data = GetGameNode(id);
if(!data) return 0;
char * year_string = GetNodeText(data, "<date year=\"", "/>");
if(!year_string)
{
delete [] data;
return 0;
}
unsigned int year, day, month;
year = atoi(year_string);
char * month_string = strstr(year_string, "month=\"");
if(!month_string)
{
delete [] data;
return 0;
}
month_string += strlen("month=\"");
month = atoi(month_string);
char * day_string = strstr(month_string, "day=\"");
if(!day_string)
{
delete [] data;
return 0;
}
day_string += strlen("day=\"");
day = atoi(day_string);
delete [] data;
return ((year & 0xFFFF) << 16 | (month & 0xFF) << 8 | (day & 0xFF));
}
bool GameTDB::GetGenres(const char * id, string & gen)
{
safe_vector<string> genre;
gen = "";
if(!id) return false;
char * data = GetGameNode(id);
if(!data) return false;
char * the_genre = GetNodeText(data, "<genre>", "</genre>");
if(!the_genre)
{
delete [] data;
return false;
}
unsigned int genre_num = 0;
const char * ptr = the_genre;
while(*ptr != '\0')
{
if(genre_num >= genre.size())
genre.resize(genre_num+1);
if(*ptr == ',' || *ptr == '/' || *ptr == ';')
{
ptr++;
while(*ptr == ' ') ptr++;
genre[genre_num].push_back('\0');
genre_num++;
continue;
}
if(genre[genre_num].size() == 0)
genre[genre_num].push_back(toupper((int)*ptr));
else
genre[genre_num].push_back(*ptr);
++ptr;
}
genre[genre_num].push_back('\0');
delete [] data;
gen = vectorToString(genre, ", ");
return true;
}
const char * GameTDB::RatingToString(int rating)
{
switch(rating)
{
case 0:
return "CERO";
case 1:
return "ESRB";
case 2:
return "PEGI";
default:
break;
}
return NULL;
}
int GameTDB::GetRating(const char * id)
{
int rating = -1;
if(!id) return rating;
char * data = GetGameNode(id);
if(!data) return rating;
char * rating_text = GetNodeText(data, "<rating type=\"", "/>");
if(!rating_text)
{
delete [] data;
return rating;
}
if(strncmp(rating_text, "CERO", 4) == 0)
rating = 0;
else if(strncmp(rating_text, "ESRB", 4) == 0)
rating = 1;
else if(strncmp(rating_text, "PEGI", 4) == 0)
rating = 2;
delete [] data;
return rating;
}
bool GameTDB::GetRatingValue(const char * id, string & rating_value)
{
rating_value = "";
if(!id) return false;
char * data = GetGameNode(id);
if(!data) return false;
char * rating_text = GetNodeText(data, "<rating type=\"", "/>");
if(!rating_text)
{
delete [] data;
return false;
}
char * value_text = GetNodeText(rating_text, "value=\"", "\"");
if(!value_text)
{
delete [] data;
return false;
}
rating_value = value_text;
delete [] data;
return true;
}
int GameTDB::GetRatingDescriptors(const char * id, safe_vector<string> & desc_list)
{
desc_list.clear();
if(!id)
return -1;
char * data = GetGameNode(id);
if(!data)
return -1;
char * descriptor_text = GetNodeText(data, "<descriptor>", "</rating>");
if(!descriptor_text)
{
delete [] data;
return -1;
}
unsigned int list_num = 0;
while(*descriptor_text != '\0')
{
if(strncmp(descriptor_text, "</descriptor>", strlen("</descriptor>")) == 0)
{
desc_list[list_num].push_back('\0');
descriptor_text = strstr(descriptor_text, "<descriptor>");
if(!descriptor_text)
break;
descriptor_text += strlen("<descriptor>");
list_num++;
}
if(list_num >= desc_list.size())
desc_list.resize(list_num+1);
desc_list[list_num].push_back(*descriptor_text);
++descriptor_text;
}
delete [] data;
return desc_list.size();
}
int GameTDB::GetWifiPlayers(const char * id)
{
int players = -1;
if(!id)
return players;
char * data = GetGameNode(id);
if(!data)
return players;
char * PlayersNode = GetNodeText(data, "<wi-fi players=\"", "\">");
if(!PlayersNode)
{
delete [] data;
return players;
}
players = atoi(PlayersNode);
return players;
}
int GameTDB::GetWifiFeatures(const char * id, safe_vector<string> & feat_list)
{
feat_list.clear();
if(!id)
return -1;
char * data = GetGameNode(id);
if(!data)
return -1;
char * feature_text = GetNodeText(data, "<feature>", "</wi-fi>");
if(!feature_text)
{
delete [] data;
return -1;
}
unsigned int list_num = 0;
while(*feature_text != '\0')
{
if(strncmp(feature_text, "</feature>", strlen("</feature>")) == 0)
{
feat_list[list_num].push_back('\0');
feature_text = strstr(feature_text, "<feature>");
if(!feature_text)
break;
feature_text += strlen("<feature>");
list_num++;
}
if(list_num >= feat_list.size())
feat_list.resize(list_num+1);
if(feat_list[list_num].size() == 0)
feat_list[list_num].push_back(toupper((int)*feature_text));
else
feat_list[list_num].push_back(*feature_text);
++feature_text;
}
delete [] data;
return feat_list.size();
}
int GameTDB::GetPlayers(const char * id)
{
int players = -1;
if(!id)
return players;
char * data = GetGameNode(id);
if(!data)
return players;
char * PlayersNode = GetNodeText(data, "<input players=\"", "\">");
if(!PlayersNode)
{
delete [] data;
return players;
}
players = atoi(PlayersNode);
return players;
}
int GameTDB::GetAccessories(const char * id, safe_vector<Accessory> & acc_list)
{
acc_list.clear();
if(!id)
return -1;
char * data = GetGameNode(id);
if(!data)
return -1;
char * ControlsNode = GetNodeText(data, "<control type=\"", "</input>");
if(!ControlsNode)
{
delete [] data;
return -1;
}
unsigned int list_num = 0;
while(ControlsNode && *ControlsNode != '\0')
{
if(list_num >= acc_list.size())
acc_list.resize(list_num+1);
for(const char * ptr = ControlsNode; *ptr != '"' && *ptr != '\0'; ptr++)
acc_list[list_num].Name.push_back(*ptr);
acc_list[list_num].Name.push_back('\0');
char * requiredField = strstr(ControlsNode, "required=\"");
if(!requiredField)
{
delete [] data;
return -1;
}
requiredField += strlen("required=\"");
acc_list[list_num].Required = strncmp(requiredField, "true", 4) == 0;
ControlsNode = strstr(requiredField, "<control type=\"");
if(ControlsNode)
ControlsNode += strlen("<control type=\"");
list_num++;
}
delete [] data;
return acc_list.size();
}
unsigned int GameTDB::FindCaseColor(char * data)
{
unsigned int color = -1;
char * ColorNode = GetNodeText(data, "<case color=\"", "\"");
if(!ColorNode)
return color;
if(strlen(ColorNode) == 0)
return color;
char format[8];
sprintf(format, "0x%s", ColorNode);
return strtoul(format, NULL, 16);
}
unsigned int GameTDB::GetCaseColor(const char * id)
{
unsigned int color = -1;
if(!id)
return color;
char * data = GetGameNode(id);
if(!data)
return color;
color = FindCaseColor(data);
if( color != 0xffffffff )
gprintf("GameTDB: Found alternate color(%x) for: %s\n", color, id);
delete [] data;
return color;
}
int GameTDB::GetCaseVersions(const char * id)
{
int altcase = -1;
if(!id)
return altcase;
char * data = GetGameNode(id);
if(!data)
{
gprintf("GameTDB: GameNode for %s not found\n", id);
return altcase;
}
char * PlayersNode = GetNodeText(data, "case versions=\"", "\"");
if(!PlayersNode)
{
delete [] data;
return altcase;
}
altcase = atoi(PlayersNode);
return altcase;
}
bool GameTDB::GetGameXMLInfo(const char * id, GameXMLInfo * gameInfo)
{
if(!id || !gameInfo)
return false;
gameInfo->GameID = id;
GetTitle(id, gameInfo->Title);
GetSynopsis(id, gameInfo->Synopsis);
GetRegion(id, gameInfo->Region);
GetDeveloper(id, gameInfo->Developer);
GetPublisher(id, gameInfo->Publisher);
gameInfo->PublishDate = GetPublishDate(id);
GetGenres(id, gameInfo->Genres);
gameInfo->RatingType = GetRating(id);
GetRatingValue(id, gameInfo->RatingValue);
GetRatingDescriptors(id, gameInfo->RatingDescriptors);
gameInfo->WifiPlayers = GetWifiPlayers(id);
GetWifiFeatures(id, gameInfo->WifiFeatures);
gameInfo->Players = GetPlayers(id);
GetAccessories(id, gameInfo->Accessories);
gameInfo->CaseColor = GetCaseColor(id);
return true;
}
bool GameTDB::IsLoaded()
{
return isLoaded;
}