usbloadergx/source/usbloader/GameList.cpp
dimok321 6f63f9cf05 *Prepare source code for devkitPPC r23 - replaced removed directory functions
*Added additional sort mode - "Sort by number of players"
*Added support for multiple game partitions.

Note: You can activate multiple game partitions support in the Loader Settings. When it is active, all games from all partitions will be listed in the game list. Partitions can be mixed up as you wish wbfs/fat/ntfs/ext. When the multiple partitions feature is activated than the partition in "Game/Install Partition" setting is taken for new game installation. Also the free space amount will be shown from that game installation partition. This will be clickable in the future listing all partitions with their sizes.
2011-02-02 18:30:15 +00:00

365 lines
9.9 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 <wctype.h>
#include <malloc.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 "xml/xml.h"
#include "FreeTypeGX.h"
#include "GameList.h"
#include "memory/memory.h"
GameList gameList;
void GameList::clear()
{
GameFilter.clear();
AvailableSearchChars.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);
}
struct discHdr * GameList::GetDiscHeader(const char * gameID) const
{
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
{
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)
{
wString filter(GameFilter);
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(filter.c_str());
}
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();
FullGameList.resize(oldSize+cnt);
memcpy(&FullGameList[oldSize], buffer, len);
free(buffer);
GamePartitionList.resize(oldSize+cnt);
for(u32 i = oldSize; i < GamePartitionList.size(); ++i)
GamePartitionList[i] = part;
return cnt;
}
int GameList::ReadGameList()
{
// Clear list
clear();
if(!Settings.MultiplePartitions)
{
int ret = InternalReadList(Settings.partition);
if(ret <= 0) return ret;
}
else
{
PartitionHandle * usbHandle = DeviceHandler::Instance()->GetUSBHandle();
int cnt = 0;
for(int part = 0; part < usbHandle->GetPartitionCount(); ++part)
{
int ret = InternalReadList(part);
if(ret > 0) cnt += ret;
}
if(!cnt) return cnt;
}
return LoadUnfiltered();
}
static bool WCharSortCallback(const wchar_t char1, const wchar_t char2)
{
if (char2 == 0) return true;
if (char1 == 0) return false;
return char2 > char1;
}
int GameList::FilterList(const wchar_t * gameFilter)
{
if (FullGameList.size() == 0) ReadGameList();
if (gameFilter) GameFilter.assign(gameFilter);
FilteredList.clear();
AvailableSearchChars.clear();
for (u32 i = 0; i < FullGameList.size(); ++i)
{
struct discHdr *header = &FullGameList[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 WiiTDB, 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;
wchar_t *gameName = charToWideChar(GameTitles.GetTitle(header));
if (gameName && *GameFilter.c_str())
{
if (wcsnicmp(gameName, GameFilter.c_str(), GameFilter.size()) != 0)
{
delete [] gameName;
continue;
}
}
if (gameName)
{
if (wcslen(gameName) > GameFilter.size() &&
AvailableSearchChars.find(towupper(gameName[GameFilter.size()])) == std::string::npos &&
AvailableSearchChars.find(towlower(gameName[GameFilter.size()])) == std::string::npos)
{
AvailableSearchChars.push_back(gameName[GameFilter.size()]);
}
delete [] gameName;
}
FilteredList.push_back(header);
}
NewTitles::Instance()->Save();
AvailableSearchChars.push_back(L'\0');
if (FilteredList.size() < 2)
AvailableSearchChars.clear();
SortList();
return FilteredList.size();
}
int GameList::LoadUnfiltered()
{
if (FullGameList.size() == 0) ReadGameList();
GameFilter.clear();
AvailableSearchChars.clear();
FilteredList.clear();
for (u32 i = 0; i < FullGameList.size(); ++i)
{
struct discHdr *header = &FullGameList[i];
/* Register game */
NewTitles::Instance()->CheckGame(header->id);
wchar_t *gameName = charToWideChar(GameTitles.GetTitle(header));
if (gameName)
{
if (wcslen(gameName) > GameFilter.size() &&
AvailableSearchChars.find(towupper(gameName[GameFilter.size()])) == std::string::npos &&
AvailableSearchChars.find(towlower(gameName[GameFilter.size()])) == std::string::npos)
{
AvailableSearchChars.push_back(gameName[GameFilter.size()]);
}
delete [] gameName;
}
FilteredList.push_back(header);
}
NewTitles::Instance()->Save();
AvailableSearchChars.push_back(L'\0');
if (FilteredList.size() < 2)
AvailableSearchChars.clear();
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);
}
if (AvailableSearchChars.size() > 1)
std::sort(AvailableSearchChars.begin(), AvailableSearchChars.end(), WCharSortCallback);
}
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);
}