usbloadergx/source/cache/cache.hpp

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/*
Code by Oddx @ GBAtemp.net
Loosely based on emuNAND caching by geoGolem.
*/
#include "usbloader/disc.h"
#include "settings/CSettings.h"
#define WII_HEADER_CACHE_FILE "WII.cache"
#define GAMECUBE_HEADER_CACHE_FILE "GAMECUBE.cache"
#define EMUNAND_HEADER_CACHE_FILE "EMUNAND.cache"
struct gameHdr
{
/* Game ID */
u8 id[6];
/* Padding */
u8 unused3[2];
};
struct wiiCache
{
struct discHdr header;
int part;
};
struct gcCache
{
struct discHdr header;
u8 path[200];
};
// emuNAND
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void SaveGameHeaderCache(std::vector<struct discHdr> &list);
void LoadGameHeaderCache(std::vector<struct discHdr> &list);
// Wii
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void SaveGameHeaderCache(std::vector<struct discHdr> &list, std::vector<int> &plist);
void LoadGameHeaderCache(std::vector<struct discHdr> &list, std::vector<int> &plist);
// GameCube
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void SaveGameHeaderCache(std::vector<struct discHdr> &list, std::vector<std::string> &plist);
void LoadGameHeaderCache(std::vector<struct discHdr> &list, std::vector<std::string> &plist);
void ResetGameHeaderCache();
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void SaveFilteredListCache(std::vector<struct discHdr *> &list, const wchar_t *gameFilter);
void LoadFilteredListCache(std::vector<struct discHdr *> &list, const wchar_t *gameFilter);
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std::string FilteredListCacheFileName(const wchar_t *gameFilter);
std::string FilteredListCacheFileName();
bool isCacheFile(std::string filename);