mirror of
https://github.com/wiidev/usbloadergx.git
synced 2024-09-09 00:53:19 +02:00
![dimok321](/assets/img/avatar_default.png)
*Changed to update disc drive status only 1 time per second in the main menu (instead of every ~100ns) *Removed global "locked games" for per game lock option which is not really useful anyway since you have to save in the game the lock status *Removed a few unused setting variables *Updated some language files
280 lines
7.7 KiB
C++
280 lines
7.7 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 "usbloader/wbfs.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 "xml/xml.h"
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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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GameList gameList;
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void GameList::clear()
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{
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GameFilter.clear();
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AvailableSearchChars.clear();
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FullGameList.clear();
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FilteredList.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(FullGameList);
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}
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struct discHdr * GameList::GetDiscHeader(const char * gameID) const
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{
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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::ReadGameList()
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{
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// Clear list
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clear();
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// Retrieve all stuff from WBFS
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u32 cnt;
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int ret = WBFS_GetCount(&cnt);
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if (ret < 0) 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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/* 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) 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(buffer, cnt, sizeof(struct discHdr));
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if (ret < 0)
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{
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if (buffer) free(buffer);
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return -1;
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}
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FullGameList.resize(cnt);
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memcpy(&FullGameList[0], buffer, len);
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free(buffer);
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return LoadUnfiltered();
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}
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static bool WCharSortCallback(const wchar_t char1, const wchar_t char2)
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{
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if (char2 == 0) return true;
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if (char1 == 0) return false;
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return char2 > char1;
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}
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int GameList::FilterList(const wchar_t * gameFilter)
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{
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if (FullGameList.size() == 0) ReadGameList();
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if (gameFilter) GameFilter.assign(gameFilter);
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FilteredList.clear();
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AvailableSearchChars.clear();
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for (u32 i = 0; i < FullGameList.size(); ++i)
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{
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struct discHdr *header = &FullGameList[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)) continue;
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}
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else
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{
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if (!GameStats || GameStats->FavoriteRank == 0) 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 WiiTDB, 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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wchar_t *gameName = charToWideChar(GameTitles.GetTitle(header));
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if (gameName && *GameFilter.c_str())
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{
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if (wcsnicmp(gameName, GameFilter.c_str(), GameFilter.size()) != 0)
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{
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delete [] gameName;
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continue;
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}
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}
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if (gameName)
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{
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if (wcslen(gameName) > GameFilter.size() && AvailableSearchChars.find(gameName[GameFilter.size()]) == std::string::npos)
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AvailableSearchChars.push_back(gameName[GameFilter.size()]);
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delete [] gameName;
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}
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FilteredList.push_back(header);
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}
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NewTitles::Instance()->Save();
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AvailableSearchChars.push_back(L'\0');
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if (FilteredList.size() < 2)
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AvailableSearchChars.clear();
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SortList();
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return FilteredList.size();
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}
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int GameList::LoadUnfiltered()
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{
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if (FullGameList.size() == 0) ReadGameList();
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GameFilter.clear();
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AvailableSearchChars.clear();
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FilteredList.clear();
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for (u32 i = 0; i < FullGameList.size(); ++i)
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{
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struct discHdr *header = &FullGameList[i];
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/* Register game */
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NewTitles::Instance()->CheckGame(header->id);
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wchar_t *gameName = charToWideChar(GameTitles.GetTitle(header));
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if (gameName)
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{
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if (wcslen(gameName) > GameFilter.size() && AvailableSearchChars.find(gameName[GameFilter.size()]) == std::string::npos)
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AvailableSearchChars.push_back(gameName[GameFilter.size()]);
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delete[] gameName;
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}
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FilteredList.push_back(header);
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}
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NewTitles::Instance()->Save();
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AvailableSearchChars.push_back(L'\0');
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if (FilteredList.size() < 2)
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AvailableSearchChars.clear();
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SortList();
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return FilteredList.size();
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}
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void GameList::SortList()
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{
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if (FilteredList.size() < 2) 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
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{
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std::sort(FilteredList.begin(), FilteredList.end(), NameSortCallback);
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}
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if (AvailableSearchChars.size() > 1)
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std::sort(AvailableSearchChars.begin(), AvailableSearchChars.end(), WCharSortCallback);
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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) 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) return NameSortCallback(a, b);
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return (fav1 > fav2);
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}
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