mirror of
https://github.com/wiidev/usbloadergx.git
synced 2024-12-23 10:21:55 +01:00
df76e45150
- This allows you to play your Wii games from an SD card - It currently only supports 1 partition - I've tested it with a 256GB Amazon Basics microSDXC card
484 lines
12 KiB
C++
484 lines
12 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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#include <algorithm>
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#include <string>
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#include <malloc.h>
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#include "GUI/gui_searchbar.h"
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#include "usbloader/wbfs.h"
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#include "GameCube/GCGames.h"
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#include "settings/newtitles.h"
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#include "settings/CSettings.h"
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#include "settings/CGameSettings.h"
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#include "settings/CGameStatistics.h"
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#include "settings/GameTitles.h"
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#include "settings/CGameCategories.hpp"
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#include "FreeTypeGX.h"
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#include "GameList.h"
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#include "memory/memory.h"
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#include "Channels/channels.h"
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#include "cache/cache.hpp"
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enum
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{
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DISABLED,
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ENABLED,
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HIDEFORBIDDEN
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};
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GameList gameList;
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void GameList::clear()
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{
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GameFilter.clear();
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FullGameList.clear();
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GamePartitionList.clear();
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FilteredList.clear();
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EnabledGameList.clear();
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//! Clear memory of the vector completely
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std::vector<struct discHdr *>().swap(FilteredList);
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std::vector<struct discHdr *>().swap(EnabledGameList);
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std::vector<struct discHdr>().swap(FullGameList);
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std::vector<int>().swap(GamePartitionList);
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}
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struct discHdr *GameList::GetDiscHeader(const char *gameID) const
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{
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if (!gameID)
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return NULL;
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for (u32 i = 0; i < FilteredList.size(); ++i)
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{
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if (strncasecmp(gameID, (const char *)FilteredList[i]->id, 6) == 0)
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return FilteredList[i];
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}
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return NULL;
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}
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int GameList::GetPartitionNumber(const u8 *gameID) const
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{
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if (!gameID)
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return -1;
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for (u32 i = 0; i < FullGameList.size(); ++i)
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{
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if (strncasecmp((const char *)gameID, (const char *)FullGameList[i].id, 6) == 0)
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return GamePartitionList[i];
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}
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return -1;
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}
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void GameList::RemovePartition(int part)
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{
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for (u32 i = 0; i < GamePartitionList.size(); ++i)
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{
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if (GamePartitionList[i] == part)
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{
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FullGameList.erase(FullGameList.begin() + i);
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GamePartitionList.erase(GamePartitionList.begin() + i);
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--i;
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}
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}
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if (FullGameList.size() > 0)
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FilterList();
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}
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int GameList::InternalReadList(int part)
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{
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// Retrieve all stuff from WBFS
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u32 cnt = 0;
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int ret = WBFS_GetCount(part, &cnt);
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if (ret < 0)
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return -1;
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// We are done here if no games are there
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if (cnt == 0)
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return 0;
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// Sort the titles by game ID for faster searching
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GameTitles.SortTitleList();
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/* Buffer length */
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u32 len = sizeof(struct discHdr) * cnt;
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/* Allocate memory */
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struct discHdr *buffer = (struct discHdr *)allocate_memory(len);
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if (!buffer)
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return -1;
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/* Clear buffer */
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memset(buffer, 0, len);
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/* Get header list */
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ret = WBFS_GetHeaders(part, buffer, cnt, sizeof(struct discHdr));
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if (ret < 0)
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{
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free(buffer);
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return -1;
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}
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u32 oldSize = FullGameList.size();
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std::vector<struct discHdr> PartGameList(cnt);
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memcpy(&PartGameList[0], buffer, len);
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free(buffer);
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for (u32 i = 0; i < PartGameList.size(); i++)
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{
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for (u32 j = 0; j < FullGameList.size(); j++)
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{
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if (strncasecmp((const char *)PartGameList[i].id, (const char *)FullGameList[j].id, 6) == 0)
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{
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PartGameList.erase(PartGameList.begin() + i);
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--i;
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break;
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}
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}
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}
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FullGameList.resize(oldSize + PartGameList.size());
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memcpy(&FullGameList[oldSize], &PartGameList[0], PartGameList.size() * sizeof(struct discHdr));
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GamePartitionList.resize(oldSize + PartGameList.size());
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for (u32 i = oldSize; i < GamePartitionList.size(); ++i)
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GamePartitionList[i] = part;
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return PartGameList.size();
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}
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int GameList::ReadGameList(bool use_cache)
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{
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if (use_cache && Settings.CacheTitles && isCacheFile(WII_HEADER_CACHE_FILE))
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{
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if (FullGameList.empty() && GamePartitionList.empty())
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LoadGameHeaderCache(FullGameList, GamePartitionList);
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if (!FullGameList.empty())
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return FullGameList.size();
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}
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// Clear list
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FullGameList.clear();
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GamePartitionList.clear();
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//! Clear memory of the vector completely
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std::vector<struct discHdr>().swap(FullGameList);
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std::vector<int>().swap(GamePartitionList);
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int cnt = 0;
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if (Settings.SDMode || !Settings.MultiplePartitions)
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{
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cnt = InternalReadList(Settings.partition);
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}
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else
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{
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int partitions = DeviceHandler::GetUSBPartitionCount();
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for (int part = 0; part < partitions; ++part)
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{
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int ret = InternalReadList(part);
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if (ret > 0)
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cnt += ret;
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}
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}
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if (Settings.CacheTitles)
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SaveGameHeaderCache(FullGameList, GamePartitionList);
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return cnt;
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}
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void GameList::InternalFilterList(std::vector<struct discHdr *> &FullList)
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{
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for (u32 i = 0; i < FullList.size(); ++i)
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{
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struct discHdr *header = FullList[i];
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/* Register game */
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NewTitles::Instance()->CheckGame(header->id);
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/* Filters */
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if (Settings.GameSort & SORT_FAVORITE)
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{
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GameStatus *GameStats = GameStatistics.GetGameStatus(header->id);
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if (Settings.marknewtitles)
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{
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bool isNew = NewTitles::Instance()->IsNew(header->id);
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if (!isNew && (!GameStats || GameStats->FavoriteRank == 0))
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continue;
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}
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else
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{
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if (!GameStats || GameStats->FavoriteRank == 0)
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continue;
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}
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}
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// Ignore uLoader cfg "iso". i was told it is "__CFG_" but not confirmed
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if (strncasecmp((char *)header->id, "__CFG_", 6) == 0)
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continue;
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GameCFG *GameConfig = GameSettings.GetGameCFG(header);
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/* Rating based parental control method */
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if (Settings.parentalcontrol != PARENTAL_LVL_ADULT && !Settings.godmode)
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{
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if (GameConfig && GameConfig->parentalcontrol > Settings.parentalcontrol)
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continue;
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// Check game rating in GameTDB, since the default Wii parental control setting is enabled
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int rating = GameTitles.GetParentalRating((char *)header->id);
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if (rating > Settings.parentalcontrol)
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continue;
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}
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//! Per game lock method
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if (!Settings.godmode && GameConfig && GameConfig->Locked)
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continue;
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//! Category filter
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u32 n;
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int allType = DISABLED;
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// verify the display mode for category "All"
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for (n = 0; n < Settings.EnabledCategories.size(); ++n)
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{
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if (Settings.EnabledCategories[n] == 0)
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{
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allType = ENABLED; // All = Enabled
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break;
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}
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}
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for (n = 0; n < Settings.ForbiddenCategories.size(); ++n)
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{
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if (Settings.ForbiddenCategories[n] == 0)
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{
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allType = HIDEFORBIDDEN; // All = Enabled but hide Forbidden categories
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break;
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}
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}
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if (allType == DISABLED)
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{
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// Remove TitleID if it contains a forbidden categories
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for (n = 0; n < Settings.ForbiddenCategories.size(); ++n)
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{
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if (GameCategories.isInCategory((char *)header->id, Settings.ForbiddenCategories[n]))
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break;
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}
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if (n < Settings.ForbiddenCategories.size())
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continue;
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// Remove TitleID is it doesn't contain a required categories
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for (n = 0; n < Settings.RequiredCategories.size(); ++n)
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{
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if (!GameCategories.isInCategory((char *)header->id, Settings.RequiredCategories[n]))
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break;
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}
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if (n < Settings.RequiredCategories.size())
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continue;
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// If there's no required categories, verify if the TitleID should be kept or removed
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if (Settings.RequiredCategories.size() == 0)
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{
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for (n = 0; n < Settings.EnabledCategories.size(); ++n)
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{
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if (GameCategories.isInCategory((char *)header->id, Settings.EnabledCategories[n]))
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break;
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}
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if (n == Settings.EnabledCategories.size())
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continue;
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}
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}
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if (allType == HIDEFORBIDDEN)
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{
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// Remove TitleID if it contains a forbidden categories
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for (n = 0; n < Settings.ForbiddenCategories.size(); ++n)
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{
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if (GameCategories.isInCategory((char *)header->id, Settings.ForbiddenCategories[n]))
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if (Settings.ForbiddenCategories[n] > 0)
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break;
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}
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if (n < Settings.ForbiddenCategories.size())
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continue;
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}
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FilteredList.push_back(header);
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}
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}
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int GameList::FilterList(const wchar_t *gameFilter)
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{
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if (gameFilter)
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GameFilter.assign(gameFilter);
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FilteredList.clear();
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EnabledList();
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InternalFilterList(EnabledGameList);
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NewTitles::Instance()->Save();
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GuiSearchBar::FilterList(FilteredList, GameFilter);
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SortList();
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return FilteredList.size();
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}
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void GameList::InternalLoadUnfiltered(std::vector<struct discHdr *> &FullList)
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{
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for (u32 i = 0; i < FullList.size(); ++i)
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{
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struct discHdr *header = FullList[i];
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/* Register game */
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NewTitles::Instance()->CheckGame(header->id);
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FilteredList.push_back(header);
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}
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}
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int GameList::LoadUnfiltered()
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{
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GameFilter.clear();
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FilteredList.clear();
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EnabledList();
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InternalLoadUnfiltered(EnabledGameList);
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NewTitles::Instance()->Save();
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GuiSearchBar::FilterList(FilteredList, GameFilter);
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SortList();
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return FilteredList.size();
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}
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int GameList::EnabledList()
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{
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EnabledGameList.clear();
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if (Settings.TitlesType == TITLETYPE_FROMWIITDB)
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GameTitles.LoadTitlesFromGameTDB(Settings.titlestxt_path);
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GetGameListHeaders(EnabledGameList, Settings.LoaderMode);
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return EnabledGameList.size();
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}
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void GameList::InternalGetGameListHeaders(std::vector<struct discHdr *> &tmplist, std::vector<struct discHdr> &FullList)
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{
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for (u32 i = 0; i < FullList.size(); ++i)
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{
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struct discHdr *header = &FullList[i];
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tmplist.push_back(header);
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}
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}
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int GameList::GetGameListHeaders(std::vector<struct discHdr *> &tmplist, short LoaderMode)
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{
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// Filter current game list if selected
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if (LoaderMode & MODE_WIIGAMES)
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{
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if (FullGameList.size() == 0)
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ReadGameList(true);
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InternalGetGameListHeaders(tmplist, FullGameList);
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}
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// Filter GC game list if selected
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if (LoaderMode & MODE_GCGAMES)
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InternalGetGameListHeaders(tmplist, GCGames::Instance()->GetHeaders());
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// Filter NAND channel list if selected
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if (LoaderMode & MODE_NANDCHANNELS)
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InternalGetGameListHeaders(tmplist, Channels::Instance()->GetNandHeaders());
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// Filter EmuNAND channel list if selected
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if (LoaderMode & MODE_EMUCHANNELS)
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InternalGetGameListHeaders(tmplist, Channels::Instance()->GetEmuHeaders());
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return tmplist.size();
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}
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void GameList::SortList()
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{
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if (FilteredList.size() < 2)
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return;
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if (Settings.GameSort & SORT_PLAYCOUNT)
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{
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std::sort(FilteredList.begin(), FilteredList.end(), PlaycountSortCallback);
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}
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else if (Settings.GameSort & SORT_RANKING)
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{
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std::sort(FilteredList.begin(), FilteredList.end(), RankingSortCallback);
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}
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else if (Settings.GameSort & SORT_PLAYERS)
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{
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std::sort(FilteredList.begin(), FilteredList.end(), PlayersSortCallback);
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}
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else
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{
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std::sort(FilteredList.begin(), FilteredList.end(), NameSortCallback);
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}
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}
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bool GameList::NameSortCallback(const struct discHdr *a, const struct discHdr *b)
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{
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return (strcasecmp(GameTitles.GetTitle((struct discHdr *)a), GameTitles.GetTitle((struct discHdr *)b)) < 0);
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}
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bool GameList::PlaycountSortCallback(const struct discHdr *a, const struct discHdr *b)
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{
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int count1 = GameStatistics.GetPlayCount(a->id);
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int count2 = GameStatistics.GetPlayCount(b->id);
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if (count1 == count2)
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return NameSortCallback(a, b);
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return (count1 > count2);
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}
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bool GameList::RankingSortCallback(const struct discHdr *a, const struct discHdr *b)
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{
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int fav1 = GameStatistics.GetFavoriteRank(a->id);
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int fav2 = GameStatistics.GetFavoriteRank(b->id);
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if (fav1 == fav2)
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return NameSortCallback(a, b);
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return (fav1 > fav2);
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}
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bool GameList::PlayersSortCallback(const struct discHdr *a, const struct discHdr *b)
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{
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int count1 = GameTitles.GetPlayersCount((const char *)a->id);
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int count2 = GameTitles.GetPlayersCount((const char *)b->id);
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if (count1 == count2)
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return NameSortCallback(a, b);
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return (count1 > count2);
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}
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