usbloadergx/source/usbloader/GameList.cpp

488 lines
13 KiB
C++
Raw Normal View History

/****************************************************************************
2010-09-24 02:48:03 +02:00
* 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 <algorithm>
#include <string>
#include <malloc.h>
#include "GUI/gui_searchbar.h"
#include "usbloader/wbfs.h"
#include "GameCube/GCGames.h"
#include "settings/newtitles.h"
#include "settings/CSettings.h"
#include "settings/CGameSettings.h"
#include "settings/CGameStatistics.h"
#include "settings/GameTitles.h"
#include "settings/CGameCategories.hpp"
#include "FreeTypeGX.h"
#include "GameList.h"
#include "memory/memory.h"
#include "Channels/channels.h"
#include "cache/cache.hpp"
enum
{
DISABLED,
ENABLED,
HIDEFORBIDDEN
};
GameList gameList;
void GameList::clear()
{
GameFilter.clear();
FullGameList.clear();
GamePartitionList.clear();
FilteredList.clear();
//! Clear memory of the vector completely
std::vector<struct discHdr *>().swap(FilteredList);
std::vector<struct discHdr>().swap(FullGameList);
std::vector<int>().swap(GamePartitionList);
}
struct discHdr *GameList::GetDiscHeader(const char *gameID) const
{
if (!gameID)
return NULL;
for (u32 i = 0; i < FilteredList.size(); ++i)
{
if (strncasecmp(gameID, (const char *)FilteredList[i]->id, 6) == 0)
return FilteredList[i];
}
return NULL;
}
int GameList::GetPartitionNumber(const u8 *gameID) const
{
if (!gameID)
return -1;
for (u32 i = 0; i < FullGameList.size(); ++i)
{
if (strncasecmp((const char *)gameID, (const char *)FullGameList[i].id, 6) == 0)
return GamePartitionList[i];
}
return -1;
}
void GameList::RemovePartition(int part)
{
for (u32 i = 0; i < GamePartitionList.size(); ++i)
{
if (GamePartitionList[i] == part)
{
FullGameList.erase(FullGameList.begin() + i);
GamePartitionList.erase(GamePartitionList.begin() + i);
--i;
}
}
if (FullGameList.size() > 0)
FilterList();
}
int GameList::InternalReadList(int part)
{
// Retrieve all stuff from WBFS
u32 cnt = 0;
int ret = WBFS_GetCount(part, &cnt);
if (ret < 0)
return -1;
// We are done here if no games are there
if (cnt == 0)
return 0;
/* Buffer length */
u32 len = sizeof(struct discHdr) * cnt;
/* Allocate memory */
struct discHdr *buffer = (struct discHdr *)allocate_memory(len);
if (!buffer)
return -1;
/* Clear buffer */
memset(buffer, 0, len);
/* Get header list */
ret = WBFS_GetHeaders(part, buffer, cnt, sizeof(struct discHdr));
if (ret < 0)
{
free(buffer);
return -1;
}
u32 oldSize = FullGameList.size();
std::vector<struct discHdr> PartGameList(cnt);
memcpy(&PartGameList[0], buffer, len);
free(buffer);
for (u32 i = 0; i < PartGameList.size(); i++)
{
for (u32 j = 0; j < FullGameList.size(); j++)
{
if (strncasecmp((const char *)PartGameList[i].id, (const char *)FullGameList[j].id, 6) == 0)
{
PartGameList.erase(PartGameList.begin() + i);
--i;
break;
}
}
}
FullGameList.resize(oldSize + PartGameList.size());
memcpy(&FullGameList[oldSize], &PartGameList[0], PartGameList.size() * sizeof(struct discHdr));
GamePartitionList.resize(oldSize + PartGameList.size());
for (u32 i = oldSize; i < GamePartitionList.size(); ++i)
GamePartitionList[i] = part;
return PartGameList.size();
}
int GameList::ReadGameList()
{
if (Settings.UseGameHeaderCache && isCacheFile(WII_HEADER_CACHE_FILE))
{
if (FullGameList.empty() && GamePartitionList.empty())
LoadGameHeaderCache(FullGameList, GamePartitionList);
if (!FullGameList.empty())
return (int)FullGameList.size();
}
// Clear list
FullGameList.clear();
GamePartitionList.clear();
//! Clear memory of the vector completely
std::vector<struct discHdr>().swap(FullGameList);
std::vector<int>().swap(GamePartitionList);
int cnt = 0;
if (!Settings.MultiplePartitions)
{
cnt = InternalReadList(Settings.partition);
}
else
{
int partitions = DeviceHandler::GetUSBPartitionCount();
for (int part = 0; part < partitions; ++part)
{
int ret = InternalReadList(part);
if (ret > 0)
cnt += ret;
}
}
if (Settings.UseGameHeaderCache && !FullGameList.empty() && !GamePartitionList.empty())
SaveGameHeaderCache(FullGameList, GamePartitionList);
return cnt;
}
void GameList::InternalFilterList(std::vector<struct discHdr> &FullList)
{
for (u32 i = 0; i < FullList.size(); ++i)
{
struct discHdr *header = &FullList[i];
/* Register game */
NewTitles::Instance()->CheckGame(header->id);
/* Filters */
if (Settings.GameSort & SORT_FAVORITE)
{
GameStatus *GameStats = GameStatistics.GetGameStatus(header->id);
if (Settings.marknewtitles)
{
bool isNew = NewTitles::Instance()->IsNew(header->id);
if (!isNew && (!GameStats || GameStats->FavoriteRank == 0))
continue;
}
else
{
if (!GameStats || GameStats->FavoriteRank == 0)
continue;
}
}
//ignore uLoader cfg "iso". i was told it is "__CFG_" but not confirmed
if (strncasecmp((char *)header->id, "__CFG_", 6) == 0)
continue;
GameCFG *GameConfig = GameSettings.GetGameCFG(header);
/* Rating based parental control method */
if (Settings.parentalcontrol != PARENTAL_LVL_ADULT && !Settings.godmode)
{
if (GameConfig && GameConfig->parentalcontrol > Settings.parentalcontrol)
continue;
// Check game rating in GameTDB, since the default Wii parental control setting is enabled
int rating = GameTitles.GetParentalRating((char *)header->id);
if (rating > Settings.parentalcontrol)
continue;
}
//! Per game lock method
if (!Settings.godmode && GameConfig && GameConfig->Locked)
continue;
//! Category filter
u32 n;
int allType = DISABLED;
// verify the display mode for category "All"
for (n = 0; n < Settings.EnabledCategories.size(); ++n)
{
if (Settings.EnabledCategories[n] == 0)
{
allType = ENABLED; // All = Enabled
break;
}
}
for (n = 0; n < Settings.ForbiddenCategories.size(); ++n)
{
if (Settings.ForbiddenCategories[n] == 0)
{
allType = HIDEFORBIDDEN; // All = Enabled but hide Forbidden categories
break;
}
}
if (allType == DISABLED)
{
// Remove TitleID if it contains a forbidden categories
for (n = 0; n < Settings.ForbiddenCategories.size(); ++n)
{
if (GameCategories.isInCategory((char *)header->id, Settings.ForbiddenCategories[n]))
break;
}
if (n < Settings.ForbiddenCategories.size())
continue;
// Remove TitleID is it doesn't contain a required categories
for (n = 0; n < Settings.RequiredCategories.size(); ++n)
{
if (!GameCategories.isInCategory((char *)header->id, Settings.RequiredCategories[n]))
break;
}
if (n < Settings.RequiredCategories.size())
continue;
// If there's no required categories, verify if the TitleID should be kept or removed
if (Settings.RequiredCategories.size() == 0)
{
for (n = 0; n < Settings.EnabledCategories.size(); ++n)
{
if (GameCategories.isInCategory((char *)header->id, Settings.EnabledCategories[n]))
break;
}
if (n == Settings.EnabledCategories.size())
continue;
}
}
if (allType == HIDEFORBIDDEN)
{
// Remove TitleID if it contains a forbidden categories
for (n = 0; n < Settings.ForbiddenCategories.size(); ++n)
{
if (GameCategories.isInCategory((char *)header->id, Settings.ForbiddenCategories[n]))
if (Settings.ForbiddenCategories[n] > 0)
break;
}
if (n < Settings.ForbiddenCategories.size())
continue;
}
FilteredList.push_back(header);
}
}
int GameList::FilterList(const wchar_t *gameFilter)
{
if ((Settings.LoaderMode & MODE_WIIGAMES) && (FullGameList.size() == 0))
ReadGameList();
if (gameFilter)
GameFilter.assign(gameFilter);
FilteredList.clear();
if (Settings.UseGameHeaderCache && isCacheFile(FilteredListCacheFileName(gameFilter)))
{
LoadFilteredListCache(FilteredList, GameFilter.c_str());
GuiSearchBar::FilterList(FilteredList, GameFilter);
if (!FilteredList.empty())
return FilteredList.size();
}
// Filter current game list if selected
if (Settings.LoaderMode & MODE_WIIGAMES)
InternalFilterList(FullGameList);
// Filter gc game list if selected
if (Settings.LoaderMode & MODE_GCGAMES)
InternalFilterList(GCGames::Instance()->GetHeaders());
// Filter nand channel list if selected
if (Settings.LoaderMode & MODE_NANDCHANNELS)
InternalFilterList(Channels::Instance()->GetNandHeaders());
// Filter emu nand channel list if selected
if (Settings.LoaderMode & MODE_EMUCHANNELS)
InternalFilterList(Channels::Instance()->GetEmuHeaders());
NewTitles::Instance()->Save();
GuiSearchBar::FilterList(FilteredList, GameFilter);
SortList();
if (Settings.UseGameHeaderCache && !FilteredList.empty() && (Settings.GameSort & SORT_RANKING) == 0 && (Settings.GameSort & SORT_PLAYCOUNT) == 0 && (Settings.GameSort & SORT_FAVORITE) == 0)
SaveFilteredListCache(FilteredList, GameFilter.c_str());
return FilteredList.size();
}
void GameList::InternalLoadUnfiltered(std::vector<struct discHdr> &FullList)
{
for (u32 i = 0; i < FullList.size(); ++i)
{
struct discHdr *header = &FullList[i];
/* Register game */
NewTitles::Instance()->CheckGame(header->id);
FilteredList.push_back(header);
}
}
int GameList::LoadUnfiltered()
{
if ((Settings.LoaderMode & MODE_WIIGAMES) && (FullGameList.size() == 0))
ReadGameList();
GameFilter.clear();
FilteredList.clear();
if (Settings.UseGameHeaderCache && isCacheFile(FilteredListCacheFileName()))
{
LoadFilteredListCache(FilteredList, GameFilter.c_str());
GuiSearchBar::FilterList(FilteredList, GameFilter);
if (!FilteredList.empty())
return FilteredList.size();
}
// Filter current game list if selected
if (Settings.LoaderMode & MODE_WIIGAMES)
InternalLoadUnfiltered(FullGameList);
// Filter gc game list if selected
if (Settings.LoaderMode & MODE_GCGAMES)
InternalLoadUnfiltered(GCGames::Instance()->GetHeaders());
// Filter nand channel list if selected
if (Settings.LoaderMode & MODE_NANDCHANNELS)
InternalLoadUnfiltered(Channels::Instance()->GetNandHeaders());
// Filter emu nand channel list if selected
if (Settings.LoaderMode & MODE_EMUCHANNELS)
InternalLoadUnfiltered(Channels::Instance()->GetEmuHeaders());
NewTitles::Instance()->Save();
GuiSearchBar::FilterList(FilteredList, GameFilter);
SortList();
if (Settings.UseGameHeaderCache && !FilteredList.empty() && (Settings.GameSort & SORT_RANKING) == 0 && (Settings.GameSort & SORT_PLAYCOUNT) == 0 && (Settings.GameSort & SORT_FAVORITE) == 0)
SaveFilteredListCache(FilteredList, GameFilter.c_str());
return FilteredList.size();
}
void GameList::SortList()
{
if (FilteredList.size() < 2)
return;
if (Settings.GameSort & SORT_PLAYCOUNT)
{
std::sort(FilteredList.begin(), FilteredList.end(), PlaycountSortCallback);
}
else if (Settings.GameSort & SORT_RANKING)
{
std::sort(FilteredList.begin(), FilteredList.end(), RankingSortCallback);
}
else if (Settings.GameSort & SORT_PLAYERS)
{
std::sort(FilteredList.begin(), FilteredList.end(), PlayersSortCallback);
}
else
{
std::sort(FilteredList.begin(), FilteredList.end(), NameSortCallback);
}
}
bool GameList::NameSortCallback(const struct discHdr *a, const struct discHdr *b)
{
return (strcasecmp(GameTitles.GetTitle((struct discHdr *)a), GameTitles.GetTitle((struct discHdr *)b)) < 0);
}
bool GameList::PlaycountSortCallback(const struct discHdr *a, const struct discHdr *b)
{
int count1 = GameStatistics.GetPlayCount(a->id);
int count2 = GameStatistics.GetPlayCount(b->id);
if (count1 == count2)
return NameSortCallback(a, b);
return (count1 > count2);
}
bool GameList::RankingSortCallback(const struct discHdr *a, const struct discHdr *b)
{
int fav1 = GameStatistics.GetFavoriteRank(a->id);
int fav2 = GameStatistics.GetFavoriteRank(b->id);
if (fav1 == fav2)
return NameSortCallback(a, b);
return (fav1 > fav2);
}
bool GameList::PlayersSortCallback(const struct discHdr *a, const struct discHdr *b)
{
int count1 = GameTitles.GetPlayersCount((const char *)a->id);
int count2 = GameTitles.GetPlayersCount((const char *)b->id);
if (count1 == count2)
return NameSortCallback(a, b);
return (count1 > count2);
}