mirror of
https://github.com/wiidev/usbloadergx.git
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26c0ee7ce9
*added translations parse for rating descriptors (not used yet) and for genres. requires one time update of wiitdb.xml for cache rebuild. *fixed a few mem leaks in GameTDB parser
161 lines
6.2 KiB
C++
161 lines
6.2 KiB
C++
/****************************************************************************
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* Copyright (C) 2010
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* by Dimok
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any
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* damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any
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* purpose, including commercial applications, and to alter it and
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* redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you
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* must not claim that you wrote the original software. If you use
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* this software in a product, an acknowledgment in the product
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* documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and
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* must not be misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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***************************************************************************/
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#ifndef GAMETDB_HPP_
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#define GAMETDB_HPP_
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#include <vector>
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#include <string>
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using namespace std;
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typedef struct _Accessoir
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{
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string Name;
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bool Required;
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} Accessoir;
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typedef struct _GameXMLInfo
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{
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string GameID;
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string Region;
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string Title;
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string Synopsis;
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string Developer;
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string Publisher;
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unsigned int PublishDate;
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vector<string> GenreList;
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int RatingType;
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string RatingValue;
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vector<string> RatingDescriptorList;
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int WifiPlayers;
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vector<string> WifiFeatureList;
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int Players;
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vector<Accessoir> AccessoirList;
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long CaseColor;
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} GameXMLInfo;
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typedef struct _GameOffsets
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{
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char gameID[7];
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unsigned int gamenode;
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unsigned int nodesize;
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} __attribute__((__packed__)) GameOffsets;
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class GameTDB
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{
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public:
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//! Constructor
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GameTDB();
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//! Constructor
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//! If filepath is passed the xml file is opened and the node offsets are loaded
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GameTDB(const char * filepath);
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//! Destructor
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~GameTDB();
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//! If filepath is passed the xml file is opened and the node offsets are loaded
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bool OpenFile(const char * filepath);
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//! Closes the GameTDB xml file
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void CloseFile();
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//! Set the language code which should be use to find the appropriate language
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//! If the language code is not found, the language code defaults to EN
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void SetLanguageCode(const char * code) { if(code) LangCode = code; };
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//! Get the current set language code
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const char * GetLanguageCode() { return LangCode.c_str(); };
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//! Get the title of a specific game id in the language defined in LangCode
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bool GetTitle(const char * id, string & title);
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//! Get the synopsis of a specific game id in the language defined in LangCode
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bool GetSynopsis(const char * id, string & synopsis);
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//! Get the region of a game for a specific game id
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bool GetRegion(const char * id, string & region);
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//! Get the developer of a game for a specific game id
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bool GetDeveloper(const char * id, string & dev);
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//! Get the publisher of a game for a specific game id
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bool GetPublisher(const char * id, string & pub);
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//! Get the publish date of a game for a specific game id
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//! First 1 byte is the day, than 1 byte month and last 2 bytes is the year
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//! year = (return >> 16), month = (return >> 8) & 0xFF, day = return & 0xFF
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unsigned int GetPublishDate(const char * id);
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//! Get the genre list of a game for a specific game id
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bool GetGenreList(const char * id, vector<string> & genre);
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//! Get the rating type for a specific game id
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//! The rating type can be converted to a string with GameTDB::RatingToString(rating)
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int GetRating(const char * id);
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//! Get the rating value for a specific game id
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bool GetRatingValue(const char * id, string & rating_value);
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//! Get the rating descriptor list inside a vector for a specific game id
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//! Returns the amount of descriptors found or -1 if failed
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int GetRatingDescriptorList(const char * id, vector<string> & desc_list);
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//! Get the wifi player count for a specific game id
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//! Returns the amount of wifi players or -1 if failed
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int GetWifiPlayers(const char * id);
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//! Get the wifi feature list inside a vector for a specific game id
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//! Returns the amount of wifi features found or -1 if failed
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int GetWifiFeatureList(const char * id, vector<string> & feat_list);
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//! Get the player count for a specific game id
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//! Returns the amount of players or -1 if failed
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int GetPlayers(const char * id);
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//! Returns the amount of accessoirs found or -1 if failed
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//! Get the accessoir (inputs) list inside a vector for a specific game id
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int GetAccessoirList(const char * id, vector<Accessoir> & acc_list);
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//! Get the box (case) color for a specific game id
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//! Returns the color in RGB (first 3 bytes)
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int GetCaseColor(const char * id);
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//! Get the complete game info in the GameXMLInfo struct
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bool GetGameXMLInfo(const char * id, GameXMLInfo * gameInfo);
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//! Get the type of the game. If blank the game is a Wii game.
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bool GetGameType(const char * id, string &GameType);
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//! Translate genre list to configure language code
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void TranslateGenres(vector<string> &GenreList);
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//! Translate descriptors list to configure language code
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void TranslateDescriptors(vector<string> &DescList);
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//! Convert a specific game rating to a string
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static const char * RatingToString(int rating);
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//! Convert a rating string to a rating number
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static int StringToRating(const char *rate_string);
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//! Convert a rating to another rating
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static int ConvertRating(const char *value, const char *from, const char *to);
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//! Get the version of the gametdb xml database
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unsigned long long GetGameTDBVersion();
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//! Get the entry count in the xml database
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inline size_t GetEntryCount() { return OffsetMap.size(); };
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private:
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bool ParseFile();
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bool LoadGameOffsets(const char * path);
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bool SaveGameOffsets(const char * path);
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inline int GetData(char * data, int offset, int size);
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inline char * LoadGameNode(const char * id);
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inline char * GetGameNode(const char * id);
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inline GameOffsets * GetGameOffset(const char * id);
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inline char * SeekLang(char * text, const char * langcode);
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inline char * GetNodeText(char * data, const char * nodestart, const char * nodeend);
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vector<GameOffsets> OffsetMap;
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FILE * file;
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string LangCode;
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char * GameNodeCache;
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char GameIDCache[7];
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};
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#endif
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