mirror of
https://github.com/wiidev/usbloadergx.git
synced 2024-11-05 02:55:07 +01:00
c51b2304c2
* added direct list of emu nand channels without activating emu nand (for speed up) * removed autoclose of search bar and changed the search engine to have both methods * added setting for switching "Beginning" and "Content" search methods and a quick switch button on search window * added autocomplete if only one search character is available and more than one match * added seperate path and setting for emu nand channels/saves * added caching of emu nand channel titles * fixed a few alignment issues when activating emu nand (thanks daveboal) * some minor clean ups TODO/Next Rev: * add channels banner sounds * remove unneeded game settings options on channels
351 lines
8.5 KiB
C++
351 lines
8.5 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 "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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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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//! 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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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) 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) 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) 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(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()
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{
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if(Settings.LoaderMode == LOAD_CHANNELS)
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return 0;
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// Clear list
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clear();
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if(!Settings.MultiplePartitions)
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{
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int ret = InternalReadList(Settings.partition);
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if(ret <= 0) return ret;
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}
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else
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{
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int cnt = 0;
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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) cnt += ret;
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}
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if(!cnt) return cnt;
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}
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return LoadUnfiltered();
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}
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int GameList::FilterList(const wchar_t * gameFilter)
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{
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std::vector<struct discHdr> *FullList = &FullGameList;
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if(Settings.LoaderMode == LOAD_CHANNELS)
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FullList = &(Channels::Instance()->GetDiscHeaderList());
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else if (FullGameList.size() == 0)
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ReadGameList();
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if (gameFilter)
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GameFilter.assign(gameFilter);
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FilteredList.clear();
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for (u32 i = 0; i < FullList->size(); ++i)
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{
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struct discHdr *header = &FullList->at(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 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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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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FilteredList.push_back(header);
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}
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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::LoadUnfiltered()
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{
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std::vector<struct discHdr> *FullList = &FullGameList;
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if(Settings.LoaderMode == LOAD_CHANNELS)
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FullList = &(Channels::Instance()->GetDiscHeaderList());
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else if (FullGameList.size() == 0)
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ReadGameList();
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GameFilter.clear();
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FilteredList.clear();
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for (u32 i = 0; i < FullList->size(); ++i)
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{
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struct discHdr *header = &FullList->at(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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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::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 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) 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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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) return NameSortCallback(a, b);
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return (count1 > count2);
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}
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