/**************************************************************************** * 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 #include #include #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().swap(FilteredList); std::vector().swap(FullGameList); std::vector().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 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().swap(FullGameList); std::vector().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 &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(); int allType = DISABLED; // Verify the display mode for category "All" for (u32 n = 0; n < Settings.EnabledCategories.size(); ++n) { if (Settings.EnabledCategories[n] == 0) { allType = ENABLED; break; } } if (Settings.UseGameHeaderCache && allType == ENABLED && 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 && allType == ENABLED && !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 &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); }