mirror of
https://github.com/wiidev/usbloadergx.git
synced 2024-11-05 11:05:06 +01:00
76df2b26b6
*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?)
396 lines
9.3 KiB
C++
396 lines
9.3 KiB
C++
/****************************************************************************
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* Copyright (C) 2011
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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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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "CGameCategories.hpp"
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#include "GameTitles.h"
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#include "settings/CSettings.h"
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#include "usbloader/GameList.h"
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#include "language/gettext.h"
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#include "FileOperations/fileops.h"
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#include "prompts/ProgressWindow.h"
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#include "xml/GameTDB.hpp"
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#include "utils/StringTools.h"
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#include "svnrev.h"
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#define VALID_CONFIG_REV 1084
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CGameCategories GameCategories;
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CGameCategories::CGameCategories()
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: defaultCategory(1, 0)
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{
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}
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const vector<unsigned int> &CGameCategories::operator[](const char *id) const
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{
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if(!id) return defaultCategory;
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for(map<string, vector<unsigned int> >::const_iterator itr = List.begin(); itr != List.end(); itr++)
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{
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if(strncasecmp(itr->first.c_str(), id, 6) == 0)
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return itr->second;
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}
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return defaultCategory;
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}
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bool CGameCategories::Load(string filepath)
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{
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if(filepath.size() == 0)
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return false;
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if(filepath[filepath.size()-1] != '/')
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filepath += '/';
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filepath += "GXGameCategories.xml";
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configPath = filepath;
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clear();
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TiXmlDocument xmlDoc(filepath.c_str());
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if(!xmlDoc.LoadFile())
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return false;
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if(!ValidVersion(xmlDoc.FirstChildElement("Revision")))
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return false;
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TiXmlElement * node = xmlDoc.FirstChildElement("Categories");
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if(!node)
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return false;
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node = node->FirstChildElement("Category");
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while(node != NULL)
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{
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const char * ID = node->Attribute("ID");
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const char * Name = node->Attribute("Name");
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if(ID && Name)
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CategoryList.SetCategory(atoi(ID), Name);
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node = node->NextSiblingElement();
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}
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node = xmlDoc.FirstChildElement("GameCategories");
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if(!node)
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return false;
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node = node->FirstChildElement("Game");
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while(node != NULL)
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{
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const char * gameID = node->Attribute("ID");
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TiXmlElement * category = node->FirstChildElement("Category");
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while(category != NULL)
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{
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const char * categoryID = category->Attribute("ID");
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if(gameID && categoryID)
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SetCategory(gameID, atoi(categoryID));
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category = category->NextSiblingElement();
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}
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node = node->NextSiblingElement();
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}
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CategoryList.goToFirst();
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return true;
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}
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bool CGameCategories::Save()
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{
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char filepath[300];
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snprintf(filepath, sizeof(filepath), configPath.c_str());
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char * ptr = strrchr(filepath, '/');
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if(ptr)
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ptr[0] = 0;
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CreateSubfolder(filepath);
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StartProgress(tr("Generating GXGameCategories.xml"), tr("Please wait..."), 0, false, true);
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TiXmlDocument xmlDoc;
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TiXmlDeclaration declaration("1.0", "UTF-8", "");
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xmlDoc.InsertEndChild(declaration);
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TiXmlElement Revision("Revision");
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TiXmlText revText(GetRev());
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Revision.InsertEndChild(revText);
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xmlDoc.InsertEndChild(Revision);
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int progressSize = CategoryList.size() + List.size();
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int progress = 0;
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//! Add all categories as an ID map
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{
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//! On LinkEndChild TinyXML owns and deletes the elements allocated here.
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//! This is more memory efficient than making another copy of the elements.
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TiXmlElement *Categories = new TiXmlElement("Categories");
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CategoryList.goToFirst();
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do
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{
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ShowProgress(progress, progressSize);
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TiXmlElement *Category = new TiXmlElement("Category");
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Category->SetAttribute("ID", fmt("%02i", CategoryList.getCurrentID()));
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Category->SetAttribute("Name", CategoryList.getCurrentName().c_str());
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Categories->LinkEndChild(Category);
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++progress;
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}
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while(CategoryList.goToNext());
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xmlDoc.LinkEndChild(Categories);
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}
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//! Add game specific categories now
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{
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//! On LinkEndChild TinyXML owns and deletes the elements allocated here.
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//! This is more memory efficient than making another copy of the elements.
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TiXmlElement *GameCategories = new TiXmlElement("GameCategories");
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for(map<string, vector<unsigned int> >::iterator itr = List.begin(); itr != List.end(); itr++)
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{
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ShowProgress(progress, progressSize);
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TiXmlElement *Game = new TiXmlElement("Game");
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Game->SetAttribute("ID", itr->first.c_str());
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Game->SetAttribute("Title", GameTitles.GetTitle(itr->first.c_str()));
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for(u32 i = 0; i < itr->second.size(); ++i)
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{
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const char *CatName = CategoryList[itr->second[i]];
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if(!CatName)
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CatName = "";
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TiXmlElement *Category = new TiXmlElement("Category");
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Category->SetAttribute("ID", fmt("%02i", itr->second[i]));
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Category->SetAttribute("Name", CatName);
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Game->LinkEndChild(Category);
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}
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GameCategories->LinkEndChild(Game);
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++progress;
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}
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xmlDoc.LinkEndChild(GameCategories);
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}
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ShowProgress(tr("Writing GXGameCategories.xml"), tr("Please wait..."), 0, progressSize, progressSize, false, true);
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xmlDoc.SaveFile(configPath);
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ProgressStop();
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return true;
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}
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bool CGameCategories::ValidVersion(TiXmlElement *revisionNode)
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{
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if(!revisionNode) return false;
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if(!revisionNode->FirstChild() || !revisionNode->FirstChild()->Value())
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return false;
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return atoi(revisionNode->FirstChild()->Value()) >= VALID_CONFIG_REV;
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}
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bool CGameCategories::SetCategory(const char *gameID, unsigned int id)
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{
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if(!gameID) return false;
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char gameID6[7];
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snprintf(gameID6, sizeof(gameID6), gameID);
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string stringGameID(gameID6);
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return SetCategory(stringGameID, id);
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}
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bool CGameCategories::SetCategory(const string &gameID, unsigned int id)
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{
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if(List[gameID].empty())
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List[gameID] = defaultCategory;
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vector<unsigned int> tmpVect(List[gameID]);
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for(u32 i = 0; i < tmpVect.size(); ++i)
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{
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if(tmpVect[i] == id)
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return false;
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}
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List[gameID].push_back(id);
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return true;
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}
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bool CGameCategories::ReplaceCategory(const char *gameID, unsigned int id)
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{
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if(!gameID) return false;
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char gameID6[7];
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snprintf(gameID6, sizeof(gameID6), gameID);
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List[string(gameID6)] = defaultCategory;
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List[string(gameID6)].push_back(id);
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return true;
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}
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bool CGameCategories::ReplaceCategory(const string &gameID, unsigned int id)
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{
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List[gameID] = defaultCategory;
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List[gameID].push_back(id);
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return true;
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}
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void CGameCategories::RemoveCategory(unsigned int id)
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{
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for(map<string, vector<unsigned int> >::iterator itr = List.begin(); itr != List.end(); itr++)
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{
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for(u32 i = 0; i < itr->second.size(); ++i)
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{
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if(itr->second[i] == id)
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{
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itr->second.erase(itr->second.begin()+ i);
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--i;
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}
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}
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}
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}
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void CGameCategories::RemoveGameCategories(const string &gameID)
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{
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for (map<string, vector<unsigned int> >::iterator itr = List.begin(); itr != List.end(); itr++)
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{
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if(gameID == itr->first)
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{
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List.erase(itr);
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}
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}
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}
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void CGameCategories::RemoveCategory(const char *gameID, unsigned int id)
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{
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if(!gameID) return;
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string gameID6;
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for(int i = 0; i < 6 && gameID[i] != 0; ++i)
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gameID6.push_back(gameID[i]);
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RemoveCategory(gameID6, id);
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}
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void CGameCategories::RemoveCategory(const string &gameID, unsigned int id)
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{
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for (map<string, vector<unsigned int> >::iterator itr = List.begin(); itr != List.end(); itr++)
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{
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if(gameID == itr->first)
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{
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for(u32 i = 0; i < itr->second.size(); ++i)
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{
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if(itr->second[i] == id)
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{
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itr->second.erase(itr->second.begin()+ i);
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break;
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}
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}
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break;
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}
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}
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}
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bool CGameCategories::isInCategory(const char *gameID, unsigned int id)
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{
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if(id == 0) //! ID = 0 means category 'All' so it is always true
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return true;
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if(!gameID) return false;
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string gameID6;
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for(int i = 0; i < 6 && gameID[i] != 0; ++i)
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gameID6.push_back(gameID[i]);
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for (map<string, vector<unsigned int> >::iterator itr = GameCategories.List.begin(); itr != GameCategories.List.end(); itr++)
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{
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if(itr->first == gameID6)
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{
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for(u32 i = 0; i < itr->second.size(); ++i)
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{
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if(itr->second[i] == id)
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return true;
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}
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break;
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}
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}
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return false;
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}
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bool CGameCategories::ImportFromGameTDB(const string &xmlpath)
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{
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GameTDB XML_DB;
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if(!XML_DB.OpenFile(xmlpath.c_str()))
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return false;
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StartProgress(tr("Importing categories"), tr("Please wait..."), 0, false, true);
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XML_DB.SetLanguageCode(Settings.db_language);
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wString filter(gameList.GetCurrentFilter());
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gameList.LoadUnfiltered();
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for(int i = 0; i < gameList.size(); ++i)
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{
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ShowProgress(i, gameList.size());
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vector<string> genreList;
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if(!XML_DB.GetGenreList((const char *) gameList[i]->id, genreList))
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continue;
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for(u32 n = 0; n < genreList.size(); ++n)
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{
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if(!CategoryList.findCategory(genreList[n]))
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CategoryList.AddCategory(genreList[n]);
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this->SetCategory(gameList[i]->id, CategoryList.getCurrentID());
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}
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}
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XML_DB.CloseFile();
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gameList.FilterList(filter.c_str());
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ProgressStop();
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return true;
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}
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