mirror of
https://github.com/Oibaf66/frodo-wii.git
synced 2024-11-23 03:49:26 +01:00
99 lines
2.2 KiB
C++
99 lines
2.2 KiB
C++
#include <arpa/inet.h>
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#include <SDL.h>
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#include <SDL_image.h>
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#include "game_info.hh"
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#include "utils.hh"
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GameInfo::GameInfo()
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{
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this->name = NULL;
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this->author = NULL;
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this->screenshot = NULL;
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}
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GameInfo::~GameInfo()
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{
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this->resetDefaults();
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}
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void GameInfo::resetDefaults()
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{
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free(this->name);
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free(this->author);
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SDL_FreeSurface(this->screenshot);
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this->name = NULL;
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this->author = NULL;
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this->screenshot = NULL;
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}
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struct game_info *GameInfo::dump(size_t *out_sz)
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{
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size_t total_sz = sizeof(struct game_info);
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size_t png_sz;
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struct game_info *out;
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void *png_data;
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if (this->screenshot)
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return NULL;
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/* Convert surface to PNG */
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png_data = sdl_surface_to_png(this->screenshot, &png_sz);
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panic_if(!png_data, "Cannot create PNG from surface\n");
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total_sz += strlen(this->author) + 1;
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total_sz += strlen(this->name) + 1;
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total_sz += png_sz;
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/* 4-byte align */
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total_sz += 4 - (total_sz & 3);
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/* Allocate everything */
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out = (struct game_info*)xmalloc(total_sz);
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out->sz = total_sz;
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out->dummy = 0;
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out->author_off = 0; /* Starts AFTER the header */
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out->name_off = out->author_off + strlen(this->author) + 1;
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out->screenshot_off = out->name_off + strlen(this->name) + 1;
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memcpy(out->data + out->author_off, this->author, strlen(this->author) + 1);
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memcpy(out->data + out->name_off, this->name, strlen(this->name) + 1);
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memcpy(out->data + out->screenshot_off, png_data, png_sz);
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out->sz = htonl(out->sz);
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out->author_off = htons(out->author_off);
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out->name_off = htons(out->name_off);
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out->screenshot_off = htons(out->screenshot_off);
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return out;
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}
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void GameInfo::fromDump(struct game_info *gi, size_t sz)
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{
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SDL_RWops *rw;
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gi->sz = ntohl(gi->sz);
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gi->author_off = ntohs(gi->author_off);
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gi->name_off = ntohs(gi->name_off);
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gi->screenshot_off = ntohs(gi->screenshot_off);
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this->author = xstrdup((char*)gi->data + gi->author_off);
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this->name = xstrdup((char*)gi->data + gi->name_off);
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rw = SDL_RWFromMem(gi->data + gi->screenshot_off,
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gi->sz - gi->screenshot_off);
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if (!rw)
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goto bail_out;
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this->screenshot = IMG_Load_RW(rw, 0);
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SDL_FreeRW(rw);
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if (!this->screenshot)
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goto bail_out;
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return;
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bail_out:
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this->resetDefaults();
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}
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