usbloadergx/source/xml/GameTDB.hpp

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/****************************************************************************
* 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.
***************************************************************************/
#ifndef GAMETDB_HPP_
#define GAMETDB_HPP_
#include <vector>
#include <string>
using namespace std;
typedef struct _Accessoir
{
string Name;
bool Required;
} Accessoir;
typedef struct _GameXMLInfo
{
string GameID;
string Region;
string Title;
string Synopsis;
string Developer;
string Publisher;
unsigned int PublishDate;
vector<string> GenreList;
int RatingType;
string RatingValue;
vector<string> RatingDescriptorList;
int WifiPlayers;
vector<string> WifiFeatureList;
int Players;
vector<Accessoir> AccessoirList;
long CaseColor;
} GameXMLInfo;
typedef struct _GameOffsets
{
char gameID[7];
unsigned int gamenode;
unsigned int nodesize;
} __attribute__((__packed__)) GameOffsets;
class GameTDB
{
public:
//! Constructor
GameTDB();
//! Constructor
//! If filepath is passed the xml file is opened and the node offsets are loaded
GameTDB(const char * filepath);
//! Destructor
~GameTDB();
//! If filepath is passed the xml file is opened and the node offsets are loaded
bool OpenFile(const char * filepath);
//! Closes the GameTDB xml file
void CloseFile();
//! Set the language code which should be use to find the appropriate language
//! If the language code is not found, the language code defaults to EN
void SetLanguageCode(const char * code) { if(code) LangCode = code; };
//! Get the current set language code
const char * GetLanguageCode() { return LangCode.c_str(); };
//! Get the title of a specific game id in the language defined in LangCode
bool GetTitle(const char * id, string & title);
//! Get the synopsis of a specific game id in the language defined in LangCode
bool GetSynopsis(const char * id, string & synopsis);
//! Get the region of a game for a specific game id
bool GetRegion(const char * id, string & region);
//! Get the developer of a game for a specific game id
bool GetDeveloper(const char * id, string & dev);
//! Get the publisher of a game for a specific game id
bool GetPublisher(const char * id, string & pub);
//! Get the publish date of a game for a specific game id
//! First 1 byte is the day, than 1 byte month and last 2 bytes is the year
//! year = (return >> 16), month = (return >> 8) & 0xFF, day = return & 0xFF
unsigned int GetPublishDate(const char * id);
//! Get the genre list of a game for a specific game id
bool GetGenreList(const char * id, vector<string> & genre);
//! Get the rating type for a specific game id
//! The rating type can be converted to a string with GameTDB::RatingToString(rating)
int GetRating(const char * id);
//! Get the rating value for a specific game id
bool GetRatingValue(const char * id, string & rating_value);
//! Get the rating descriptor list inside a vector for a specific game id
//! Returns the amount of descriptors found or -1 if failed
int GetRatingDescriptorList(const char * id, vector<string> & desc_list);
//! Get the wifi player count for a specific game id
//! Returns the amount of wifi players or -1 if failed
int GetWifiPlayers(const char * id);
//! Get the wifi feature list inside a vector for a specific game id
//! Returns the amount of wifi features found or -1 if failed
int GetWifiFeatureList(const char * id, vector<string> & feat_list);
//! Get the player count for a specific game id
//! Returns the amount of players or -1 if failed
int GetPlayers(const char * id);
//! Returns the amount of accessoirs found or -1 if failed
//! Get the accessoir (inputs) list inside a vector for a specific game id
int GetAccessoirList(const char * id, vector<Accessoir> & acc_list);
//! Get the box (case) color for a specific game id
//! Returns the color in RGB (first 3 bytes)
int GetCaseColor(const char * id);
//! Get the complete game info in the GameXMLInfo struct
bool GetGameXMLInfo(const char * id, GameXMLInfo * gameInfo);
//! Get the type of the game. If blank the game is a Wii game.
bool GetGameType(const char * id, string &GameType);
//! Translate genre list to configure language code
void TranslateGenres(vector<string> &GenreList);
//! Translate descriptors list to configure language code
void TranslateDescriptors(vector<string> &DescList);
//! Convert a specific game rating to a string
static const char * RatingToString(int rating);
//! Convert a rating string to a rating number
static int StringToRating(const char *rate_string);
//! Convert a rating to another rating
static int ConvertRating(const char *value, const char *from, const char *to);
//! Get the version of the gametdb xml database
unsigned long long GetGameTDBVersion();
//! Get the entry count in the xml database
inline size_t GetEntryCount() { return OffsetMap.size(); };
private:
bool ParseFile();
bool LoadGameOffsets(const char * path);
bool SaveGameOffsets(const char * path);
inline int GetData(char * data, int offset, int size);
inline char * LoadGameNode(const char * id);
inline char * GetGameNode(const char * id);
inline GameOffsets * GetGameOffset(const char * id);
inline char * SeekLang(char * text, const char * langcode);
inline char * GetNodeText(char * data, const char * nodestart, const char * nodeend);
vector<GameOffsets> OffsetMap;
FILE * file;
string LangCode;
char * GameNodeCache;
char GameIDCache[7];
};
#endif