usbloadergx/source/usbloader/GameList.cpp
dimok321 d625c5adfc *Added support for using USB port 1 (ONLY ON HERMES CIOS)
*Added support for using both USB ports at once (ONLY ON HERMES CIOS)

Big thanks to rodries for writing the necessary ehcmodules!

NOTE: You can change port of USB device in the Loader Settings. The loader currently does not support loading configs off port 1 (only from port 0)

If you select to use both usb ports the loader will switch between ports automatically, on demand. It is not possible to use both ports at once currently. Right now the wiilight blinks each time it switches the port. I will talk to rodries and see if we can disable it. Using the "both ports" option only makes sense in combination with "Multiple Partitions" option. In that case all games on all partitions from BOTH HDDs will be loaded. I think I don't have to say that switching between ports and loading all games is slower than normal mode with one port only in use. You might wanna just set one port and switch yourself when you need to. Well the option for both ports (automatic switching) is there for the lazy ones who don't like to hit the settings button ;).
2011-02-05 21:06:52 +00:00

384 lines
11 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);
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)
{
wString filter(GameFilter);
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();
std::vector<struct discHdr> PartGameList(cnt);
memcpy(&PartGameList[0], buffer, len);
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));
free(buffer);
GamePartitionList.resize(oldSize+PartGameList.size());
for(u32 i = oldSize; i < GamePartitionList.size(); ++i)
GamePartitionList[i] = part;
return PartGameList.size();
}
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->GetPartitionTotalCount(); ++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);
}