mirror of
https://github.com/Fledge68/WiiFlow_Lite.git
synced 2024-11-30 15:14:18 +01:00
c08a0710ce
-fixed gametdb memory management, now you can reload cache as often as you want, read synopsis as often as you want without wiiflow codedumping or freezing anymore after a few
147 lines
5.6 KiB
C++
147 lines
5.6 KiB
C++
/****************************************************************************
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* Copyright (C) 2010
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* by Dimok
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any
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* damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any
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* purpose, including commercial applications, and to alter it and
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* redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you
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* must not claim that you wrote the original software. If you use
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* this software in a product, an acknowledgment in the product
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* documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and
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* must not be misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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***************************************************************************/
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#ifndef GAMETDB_HPP_
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#define GAMETDB_HPP_
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#include <vector>
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#include <string>
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using namespace std;
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enum
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{
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GAMETDB_RATING_TYPE_CERO,
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GAMETDB_RATING_TYPE_ESRB,
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GAMETDB_RATING_TYPE_PEGI,
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GAMETDB_RATING_TYPE_GRB
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};
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typedef struct _Accessory
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{
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string Name;
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bool Required;
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} Accessory;
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typedef struct _GameOffsets
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{
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char gameID[7];
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unsigned int gamenode;
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unsigned int nodesize;
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} __attribute__((__packed__)) GameOffsets;
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class GameTDB
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{
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public:
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//! Constructor
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GameTDB();
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//! Constructor
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//! If filepath is passed the xml file is opened and the node offsets are loaded
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GameTDB(const char * filepath);
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//! Destructor
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~GameTDB();
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//! If filepath is passed the xml file is opened and the node offsets are loaded
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bool OpenFile(const char * filepath);
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//! Closes the GameTDB xml file
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void CloseFile();
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//! Refresh the GameTDB xml file, in case the file has been updated
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void Refresh();
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//! Set the language code which should be use to find the appropriate language
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//! If the language code is not found, the language code defaults to EN
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void SetLanguageCode(const char * code) { if(code) LangCode = code; };
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//! Get the current set language code
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const char * GetLanguageCode() { return LangCode.c_str(); };
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//! Get the title of a specific game id in the language defined in LangCode
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bool GetTitle(const char *id, const char * &title);
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//! Get the synopsis of a specific game id in the language defined in LangCode
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bool GetSynopsis(const char *id, const char * &synopsis);
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//! Get the region of a game for a specific game id
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bool GetRegion(const char *id, const char * ®ion);
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//! Get the developer of a game for a specific game id
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bool GetDeveloper(const char *id, const char * &dev);
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//! Get the publisher of a game for a specific game id
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bool GetPublisher(const char *id, const char * &pub);
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//! Get the publish date of a game for a specific game id
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//! First 1 byte is the day, than 1 byte month and last 2 bytes is the year
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//! year = (return >> 16), month = (return >> 8) & 0xFF, day = return & 0xFF
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unsigned int GetPublishDate(const char *id);
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//! Get the genre list of a game for a specific game id
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bool GetGenres(const char * id, const char * &gen);
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//! Get the rating type for a specific game id
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//! The rating type can be converted to a string with GameTDB::RatingToString(rating)
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int GetRating(const char * id);
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//! Get the rating value for a specific game id
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bool GetRatingValue(const char * id, const char * &rating_value);
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//! Get the rating descriptor list inside a vector for a specific game id
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//! Returns the amount of descriptors found or -1 if failed
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int GetRatingDescriptors(const char * id, vector<string> & desc_list);
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//! Get the wifi player count for a specific game id
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//! Returns the amount of wifi players or -1 if failed
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int GetWifiPlayers(const char * id);
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//! Get the wifi feature list inside a vector for a specific game id
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//! Returns the amount of wifi features found or -1 if failed
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int GetWifiFeatures(const char * id, vector<string> & feat_list);
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//! Get the player count for a specific game id
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//! Returns the amount of players or -1 if failed
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int GetPlayers(const char * id);
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//! Returns the amount of accessoires found or -1 if failed
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//! Get the accessoire (inputs) list inside a vector for a specific game id
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int GetAccessories(const char * id, vector<Accessory> & acc_list);
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//! Get the box (case) color for a specific game id
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//! Returns the color in RGB (first 3 bytes)
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unsigned int GetCaseColor(const char * id);
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int GetCaseVersions(const char * id);
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//! Convert a specific game rating to a string
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static const char * RatingToString(int rating);
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//! Get the version of the gametdb xml database
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unsigned long long GetGameTDBVersion();
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//! Get the entry count in the xml database
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inline size_t GetEntryCount() { return OffsetMap.size(); };
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//! Is a database loaded
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bool IsLoaded();
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private:
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bool ParseFile();
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bool LoadGameOffsets(const char * path);
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bool SaveGameOffsets(const char * path);
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bool CheckTitlesIni(const char * path);
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bool FindTitle(char *data, const char * &title, const string &langCode);
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unsigned int FindCaseColor(char * data);
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inline int GetData(char * data, int offset, int size);
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inline char * LoadGameNode(const char * id);
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inline char * GetGameNode(const char * id);
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inline GameOffsets * GetGameOffset(const char * id);
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inline char * SeekLang(char * text, const char * langcode);
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inline char * GetNodeText(char *data, const char *nodestart, const char *nodeend);
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bool isLoaded;
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bool isParsed;
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vector<GameOffsets> OffsetMap;
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FILE * file;
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const char *filepath;
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string LangCode;
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char *GameNodeCache;
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char GameIDCache[7];
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};
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#endif
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