usbloadergx/source/usbloader/GameList.cpp
strtoul 76df2b26b6 *fix reloading into another IOS before launch of game
*add loading of wii games / nand channels / emu nand channels in all combinations into one list
*add button on main view for quick choice between the combinations of the three
*add "Real Nand" or "Emulated Nand" text on the game window prompt when starting a channel
*removed the need of a cIOS to launch the loader (if anyone uses it with IOS58 for whatever reason). The warning that a cIOS is needed is still present.
*removed support for both usb ports at once on hermes cIOS. Each can still be used individually but only one at a time. This is done because of some bugs in the new ehci module which make some games unbootable. The ehcimodule is now reverted to the last working one. Need feedback if the games work fine again.
*some preparations for the upcoming stealth mode feature of the d2x cIOS
*isfs is now initiated once and deinitated when cleaning up only (instead of the whole init/deinit every single access)
*removed choice for emulated nand channel modes. Emulated nand channels always need full emulation which is now always used on emu nand for channels.
*removed unused settings for channels from the per game setting
*changed default partition to 0 when starting with fresh settings (instead of -1 wtf?)
2011-12-22 22:44:48 +00:00

370 lines
9.3 KiB
C++

/****************************************************************************
* 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 "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"
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()
{
// 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;
}
}
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;
for(n = 0; n < Settings.EnabledCategories.size(); ++n)
{
if(GameCategories.isInCategory((char *) header->id, Settings.EnabledCategories[n]))
break;
}
if(n == Settings.EnabledCategories.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();
// Filter current game list if selected
if(Settings.LoaderMode & MODE_WIIGAMES)
InternalFilterList(FullGameList);
// 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();
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();
// Filter current game list if selected
if(Settings.LoaderMode & MODE_WIIGAMES)
InternalLoadUnfiltered(FullGameList);
// 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();
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);
}