usbloadergx/source/usbloader/GameList.cpp

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/****************************************************************************
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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.
***************************************************************************/
#include <algorithm>
#include <string>
#include <malloc.h>
#include "usbloader/wbfs.h"
#include "settings/newtitles.h"
#include "settings/CSettings.h"
#include "settings/CGameStatistics.h"
#include "xml/xml.h"
#include "FreeTypeGX.h"
#include "GameList.h"
#include "memory.h"
GameList gameList;
GameList::GameList()
{
}
void GameList::clear()
{
FullGameList.clear();
FilteredList.clear();
//! Clear memory of the vector completely
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std::vector<struct discHdr *>().swap(FilteredList);
std::vector<struct discHdr>().swap(FullGameList);
}
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struct discHdr * GameList::at(int i)
{
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if (i < 0 || i >= (int) FilteredList.size()) return NULL;
return FilteredList[i];
}
int GameList::ReadGameList()
{
FullGameList.clear();
FilteredList.clear();
// Retrieve all stuff from WBFS
u32 cnt;
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int ret = WBFS_GetCount(&cnt);
if (ret < 0) return -1;
/* Buffer length */
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u32 len = sizeof(struct discHdr) * cnt;
/* Allocate memory */
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struct discHdr *buffer = (struct discHdr *) allocate_memory( len );
if (!buffer) return -1;
/* Clear buffer */
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memset(buffer, 0, len);
/* Get header list */
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ret = WBFS_GetHeaders(buffer, cnt, sizeof(struct discHdr));
if (ret < 0)
{
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if (buffer) free(buffer);
return -1;
}
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FullGameList.resize(cnt);
memcpy(&FullGameList[0], buffer, len);
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free(buffer);
return LoadUnfiltered();
}
static bool WCharSortCallback(const wchar_t char1, const wchar_t char2)
{
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if (char2 == 0) return true;
if (char1 == 0) return false;
return char2 > char1;
}
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int GameList::FilterList(const wchar_t * gameFilter)
{
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if (FullGameList.size() == 0) ReadGameList();
if (gameFilter) GameFilter.assign(gameFilter);
FilteredList.clear();
AvailableSearchChars.clear();
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for (u32 i = 0; i < FullGameList.size(); ++i)
{
struct discHdr *header = &FullGameList[i];
/* Register game */
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NewTitles::Instance()->CheckGame(header->id);
/* Filters */
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if (Settings.fave)
{
GameStatus * GameStats = GameStatistics.GetGameStatus(header->id);
if (!GameStats || GameStats->FavoriteRank == 0) continue;
}
//ignore uLoader cfg "iso". i was told it is "__CFG_" but not confirmed
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if (strncasecmp((char*) header->id, "__CFG_", 6) == 0) continue;
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if (Settings.parentalcontrol && !Settings.godmode) if (get_block(header) >= Settings.parentalcontrol) continue;
/* Other parental control method */
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if (Settings.parentalcontrol == 0 && Settings.godmode == 0 && Settings.Parental.enabled == 1)
{
// Check game rating in WiiTDB, since the default Wii parental control setting is enabled
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s32 rating = GetRatingForGame((char *) header->id);
if ((rating != -1 && rating > Settings.Parental.rating) || (rating == -1 && get_pegi_block(header)
> Settings.Parental.rating))
{
continue;
}
}
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wchar_t *gameName = charToWideChar(get_title(header));
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if (gameName && *GameFilter.c_str())
{
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if (wcsnicmp(gameName, GameFilter.c_str(), GameFilter.size()) != 0)
{
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delete[] gameName;
continue;
}
}
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if (gameName)
{
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if (wcslen(gameName) > GameFilter.size() && AvailableSearchChars.find(gameName[GameFilter.size()])
== std::string::npos) AvailableSearchChars.push_back(gameName[GameFilter.size()]);
delete[] gameName;
}
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FilteredList.push_back(header);
}
NewTitles::Instance()->Save();
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AvailableSearchChars.push_back(L'\0');
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if (FilteredList.size() < 2) AvailableSearchChars.clear();
SortList();
return FilteredList.size();
}
int GameList::LoadUnfiltered()
{
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if (FullGameList.size() == 0) ReadGameList();
GameFilter.clear();
AvailableSearchChars.clear();
FilteredList.clear();
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for (u32 i = 0; i < FullGameList.size(); ++i)
{
struct discHdr *header = &FullGameList[i];
/* Register game */
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NewTitles::Instance()->CheckGame(header->id);
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wchar_t *gameName = charToWideChar(get_title(header));
if (gameName)
{
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if (wcslen(gameName) > GameFilter.size() && AvailableSearchChars.find(gameName[GameFilter.size()])
== std::string::npos) AvailableSearchChars.push_back(gameName[GameFilter.size()]);
delete[] gameName;
}
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FilteredList.push_back(header);
}
NewTitles::Instance()->Save();
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AvailableSearchChars.push_back(L'\0');
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if (FilteredList.size() < 2) AvailableSearchChars.clear();
SortList();
return FilteredList.size();
}
void GameList::SortList()
{
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if (FilteredList.size() < 2) return;
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if (Settings.sort == PLAYCOUNT)
{
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std::sort(FilteredList.begin(), FilteredList.end(), PlaycountSortCallback);
}
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else if (Settings.fave)
{
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std::sort(FilteredList.begin(), FilteredList.end(), FavoriteSortCallback);
}
else
{
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std::sort(FilteredList.begin(), FilteredList.end(), NameSortCallback);
}
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if (AvailableSearchChars.size() > 1) std::sort(AvailableSearchChars.begin(), AvailableSearchChars.end(),
WCharSortCallback);
}
bool GameList::NameSortCallback(const struct discHdr *a, const struct discHdr *b)
{
return (strcasecmp(get_title((struct discHdr *) a), get_title((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);
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if (count1 == count2) return NameSortCallback(a, b);
return (count1 > count2);
}
bool GameList::FavoriteSortCallback(const struct discHdr *a, const struct discHdr *b)
{
int fav1 = GameStatistics.GetFavoriteRank(a->id);
int fav2 = GameStatistics.GetFavoriteRank(b->id);
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if (fav1 == fav2) return NameSortCallback(a, b);
return (fav1 > fav2);
}