mirror of
https://github.com/wiidev/usbloadergx.git
synced 2024-11-22 03:09:15 +01:00
df76e45150
- This allows you to play your Wii games from an SD card - It currently only supports 1 partition - I've tested it with a 256GB Amazon Basics microSDXC card
62 lines
2.9 KiB
C++
62 lines
2.9 KiB
C++
#ifndef GAME_LIST_H_
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#define GAME_LIST_H_
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#include <vector>
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#include "Controls/DeviceHandler.hpp"
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#include "wstring.hpp"
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#include "usbloader/disc.h"
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class GameList
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{
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public:
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GameList() : selectedGame(0) { };
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int ReadGameList(bool use_cache = false);
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int size() const { return FilteredList.size(); }
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int GameCount() const { return FullGameList.size(); }
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int FilterList(const wchar_t * gameFilter = NULL);
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int LoadUnfiltered();
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int EnabledList();
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struct discHdr * at(int i) const { return operator[](i); }
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struct discHdr * operator[](int i) const { if (i < 0 || i >= (int) FilteredList.size()) return NULL; return FilteredList[i]; }
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struct discHdr * GetDiscHeader(const char * gameID) const;
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const wchar_t * GetCurrentFilter() const { return GameFilter.c_str(); }
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void SortList();
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void clear();
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bool operator!() const { return (FullGameList.size() == 0); }
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//! Gamelist scrolling operators
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int operator+=(int i) { return (selectedGame = (selectedGame+i) % FilteredList.size()); }
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int operator-=(int i) { return (selectedGame = (selectedGame-i+FilteredList.size()) % FilteredList.size()); }
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int operator++() { return (selectedGame = (selectedGame+1) % FilteredList.size()); }
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int operator--() { return (selectedGame = (selectedGame-1+FilteredList.size()) % FilteredList.size()); }
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int operator++(int i) { return operator++(); }
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int operator--(int i) { return operator--(); }
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struct discHdr * GetCurrentSelected() const { return operator[](selectedGame); }
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int GetPartitionNumber(const u8 *gameid) const;
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int GetGameFS(const u8 *gameID) const { return DeviceHandler::Instance()->GetFilesystemType(USB1+GetPartitionNumber(gameID)); }
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int GetGameFSSD() const { return DeviceHandler::Instance()->GetFilesystemType(SD); }
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void RemovePartition(int part_num);
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std::vector<struct discHdr *> &GetFilteredList(void) { return FilteredList; }
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std::vector<struct discHdr> &GetFullGameList(void) { return FullGameList; }
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int GetGameListHeaders(std::vector<struct discHdr *> &tmplist, short LoaderMode);
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protected:
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int InternalReadList(int part);
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void InternalFilterList(std::vector<struct discHdr *> &FullList);
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void InternalLoadUnfiltered(std::vector<struct discHdr *> &FullList);
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void InternalGetGameListHeaders(std::vector<struct discHdr *> &tmplist, std::vector<struct discHdr> &FullList);
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static bool NameSortCallback(const struct discHdr *a, const struct discHdr *b);
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static bool PlaycountSortCallback(const struct discHdr *a, const struct discHdr *b);
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static bool RankingSortCallback(const struct discHdr *a, const struct discHdr *b);
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static bool PlayersSortCallback(const struct discHdr *a, const struct discHdr *b);
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wString GameFilter;
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int selectedGame;
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std::vector<struct discHdr *> FilteredList;
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std::vector<struct discHdr *> EnabledGameList;
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std::vector<struct discHdr> FullGameList;
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std::vector<int> GamePartitionList;
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};
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extern GameList gameList;
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#endif
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