mirror of
https://github.com/wiidev/usbloadergx.git
synced 2024-11-18 17:29:17 +01:00
26c0ee7ce9
*added translations parse for rating descriptors (not used yet) and for genres. requires one time update of wiitdb.xml for cache rebuild. *fixed a few mem leaks in GameTDB parser
406 lines
9.5 KiB
C++
406 lines
9.5 KiB
C++
/****************************************************************************
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* Copyright (C) 2011
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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 <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "CGameCategories.hpp"
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#include "GameTitles.h"
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#include "settings/CSettings.h"
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#include "usbloader/GameList.h"
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#include "language/gettext.h"
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#include "FileOperations/fileops.h"
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#include "prompts/ProgressWindow.h"
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#include "xml/GameTDB.hpp"
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#include "utils/StringTools.h"
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#include "svnrev.h"
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#define VALID_CONFIG_REV 1084
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CGameCategories GameCategories;
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CGameCategories::CGameCategories()
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: defaultCategory(1, 0)
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{
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}
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const vector<unsigned int> &CGameCategories::operator[](const char *id) const
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{
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if(!id) return defaultCategory;
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for(map<string, vector<unsigned int> >::const_iterator itr = List.begin(); itr != List.end(); itr++)
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{
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if(strncasecmp(itr->first.c_str(), id, 6) == 0)
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return itr->second;
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}
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return defaultCategory;
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}
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bool CGameCategories::Load(string filepath)
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{
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if(filepath.size() == 0)
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return false;
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if(filepath[filepath.size()-1] != '/')
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filepath += '/';
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filepath += "GXGameCategories.xml";
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configPath = filepath;
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clear();
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TiXmlDocument xmlDoc(filepath.c_str());
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if(!xmlDoc.LoadFile())
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return false;
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if(!ValidVersion(xmlDoc.FirstChildElement("Revision")))
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return false;
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TiXmlElement * node = xmlDoc.FirstChildElement("Categories");
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if(!node)
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return false;
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node = node->FirstChildElement("Category");
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while(node != NULL)
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{
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const char * ID = node->Attribute("ID");
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const char * Name = node->Attribute("Name");
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if(ID && Name)
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CategoryList.SetCategory(atoi(ID), Name);
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node = node->NextSiblingElement();
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}
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node = xmlDoc.FirstChildElement("GameCategories");
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if(!node)
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return false;
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node = node->FirstChildElement("Game");
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while(node != NULL)
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{
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const char * gameID = node->Attribute("ID");
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TiXmlElement * category = node->FirstChildElement("Category");
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while(category != NULL)
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{
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const char * categoryID = category->Attribute("ID");
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if(gameID && categoryID)
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SetCategory(gameID, atoi(categoryID));
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category = category->NextSiblingElement();
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}
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node = node->NextSiblingElement();
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}
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CategoryList.goToFirst();
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return true;
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}
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bool CGameCategories::Save()
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{
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char filepath[300];
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snprintf(filepath, sizeof(filepath), configPath.c_str());
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char * ptr = strrchr(filepath, '/');
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if(ptr)
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ptr[0] = 0;
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CreateSubfolder(filepath);
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StartProgress(tr("Generating GXGameCategories.xml"), tr("Please wait..."), 0, false, true);
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TiXmlDocument xmlDoc;
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TiXmlDeclaration declaration("1.0", "UTF-8", "");
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xmlDoc.InsertEndChild(declaration);
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TiXmlElement Revision("Revision");
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TiXmlText revText(GetRev());
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Revision.InsertEndChild(revText);
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xmlDoc.InsertEndChild(Revision);
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int progressSize = CategoryList.size() + List.size();
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int progress = 0;
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//! Add all categories as an ID map
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{
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//! On LinkEndChild TinyXML owns and deletes the elements allocated here.
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//! This is more memory efficient than making another copy of the elements.
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TiXmlElement *Categories = new TiXmlElement("Categories");
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CategoryList.goToFirst();
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do
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{
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ShowProgress(progress, progressSize);
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TiXmlElement *Category = new TiXmlElement("Category");
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Category->SetAttribute("ID", fmt("%02i", CategoryList.getCurrentID()));
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Category->SetAttribute("Name", CategoryList.getCurrentName().c_str());
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Categories->LinkEndChild(Category);
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++progress;
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}
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while(CategoryList.goToNext());
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xmlDoc.LinkEndChild(Categories);
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}
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//! Add game specific categories now
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{
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//! On LinkEndChild TinyXML owns and deletes the elements allocated here.
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//! This is more memory efficient than making another copy of the elements.
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TiXmlElement *GameCategories = new TiXmlElement("GameCategories");
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for(map<string, vector<unsigned int> >::iterator itr = List.begin(); itr != List.end(); itr++)
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{
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ShowProgress(progress, progressSize);
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TiXmlElement *Game = new TiXmlElement("Game");
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Game->SetAttribute("ID", itr->first.c_str());
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Game->SetAttribute("Title", GameTitles.GetTitle(itr->first.c_str()));
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for(u32 i = 0; i < itr->second.size(); ++i)
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{
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const char *CatName = CategoryList[itr->second[i]];
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if(!CatName)
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CatName = "";
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TiXmlElement *Category = new TiXmlElement("Category");
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Category->SetAttribute("ID", fmt("%02i", itr->second[i]));
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Category->SetAttribute("Name", CatName);
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Game->LinkEndChild(Category);
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}
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GameCategories->LinkEndChild(Game);
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++progress;
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}
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xmlDoc.LinkEndChild(GameCategories);
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}
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ShowProgress(tr("Writing GXGameCategories.xml"), tr("Please wait..."), 0, progressSize, progressSize, false, true);
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xmlDoc.SaveFile(configPath);
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ProgressStop();
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return true;
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}
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bool CGameCategories::ValidVersion(TiXmlElement *revisionNode)
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{
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if(!revisionNode) return false;
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if(!revisionNode->FirstChild() || !revisionNode->FirstChild()->Value())
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return false;
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return atoi(revisionNode->FirstChild()->Value()) >= VALID_CONFIG_REV;
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}
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bool CGameCategories::SetCategory(const char *gameID, unsigned int id)
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{
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if(!gameID) return false;
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char gameID6[7];
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snprintf(gameID6, sizeof(gameID6), gameID);
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string stringGameID(gameID6);
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return SetCategory(stringGameID, id);
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}
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bool CGameCategories::SetCategory(const string &gameID, unsigned int id)
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{
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if(List[gameID].empty())
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List[gameID] = defaultCategory;
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vector<unsigned int> tmpVect(List[gameID]);
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for(u32 i = 0; i < tmpVect.size(); ++i)
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{
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if(tmpVect[i] == id)
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return false;
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}
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List[gameID].push_back(id);
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return true;
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}
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bool CGameCategories::ReplaceCategory(const char *gameID, unsigned int id)
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{
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if(!gameID) return false;
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char gameID6[7];
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snprintf(gameID6, sizeof(gameID6), gameID);
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List[string(gameID6)] = defaultCategory;
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List[string(gameID6)].push_back(id);
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return true;
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}
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bool CGameCategories::ReplaceCategory(const string &gameID, unsigned int id)
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{
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List[gameID] = defaultCategory;
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List[gameID].push_back(id);
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return true;
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}
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void CGameCategories::RemoveCategory(unsigned int id)
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{
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for(map<string, vector<unsigned int> >::iterator itr = List.begin(); itr != List.end(); itr++)
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{
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for(u32 i = 0; i < itr->second.size(); ++i)
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{
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if(itr->second[i] == id)
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{
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itr->second.erase(itr->second.begin()+ i);
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--i;
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}
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}
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}
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}
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void CGameCategories::RemoveGameCategories(const string &gameID)
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{
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for (map<string, vector<unsigned int> >::iterator itr = List.begin(); itr != List.end(); itr++)
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{
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if(gameID == itr->first)
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{
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List.erase(itr);
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}
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}
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}
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void CGameCategories::RemoveCategory(const char *gameID, unsigned int id)
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{
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if(!gameID) return;
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string gameID6;
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for(int i = 0; i < 6 && gameID[i] != 0; ++i)
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gameID6.push_back(gameID[i]);
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RemoveCategory(gameID6, id);
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}
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void CGameCategories::RemoveCategory(const string &gameID, unsigned int id)
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{
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for (map<string, vector<unsigned int> >::iterator itr = List.begin(); itr != List.end(); itr++)
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{
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if(gameID == itr->first)
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{
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for(u32 i = 0; i < itr->second.size(); ++i)
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{
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if(itr->second[i] == id)
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{
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itr->second.erase(itr->second.begin()+ i);
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break;
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}
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}
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break;
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}
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}
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}
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bool CGameCategories::isInCategory(const char *gameID, unsigned int id)
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{
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if(id == 0) //! ID = 0 means category 'All' so it is always true
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return true;
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if(!gameID) return false;
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string gameID6;
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for(int i = 0; i < 6 && gameID[i] != 0; ++i)
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gameID6.push_back(gameID[i]);
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for (map<string, vector<unsigned int> >::iterator itr = GameCategories.List.begin(); itr != GameCategories.List.end(); itr++)
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{
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if(itr->first == gameID6)
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{
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for(u32 i = 0; i < itr->second.size(); ++i)
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{
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if(itr->second[i] == id)
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return true;
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}
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break;
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}
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}
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return false;
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}
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bool CGameCategories::ImportFromGameTDB(const string &xmlpath)
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{
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GameTDB XML_DB;
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if(!XML_DB.OpenFile(xmlpath.c_str()))
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return false;
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StartProgress(tr("Importing categories"), tr("Please wait..."), 0, false, true);
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XML_DB.SetLanguageCode(Settings.db_language);
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wString filter(gameList.GetCurrentFilter());
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gameList.LoadUnfiltered();
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for(int i = 0; i < gameList.size(); ++i)
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{
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ShowProgress(i, gameList.size());
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vector<string> genreList;
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string GameType;
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if(XML_DB.GetGameType((const char *) gameList[i]->id, GameType))
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{
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if(!CategoryList.findCategory(GameType))
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CategoryList.AddCategory(GameType);
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this->SetCategory(gameList[i]->id, CategoryList.getCurrentID());
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}
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if(!XML_DB.GetGenreList((const char *) gameList[i]->id, genreList))
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continue;
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for(u32 n = 0; n < genreList.size(); ++n)
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{
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if(!CategoryList.findCategory(genreList[n]))
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CategoryList.AddCategory(genreList[n]);
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this->SetCategory(gameList[i]->id, CategoryList.getCurrentID());
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}
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}
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XML_DB.CloseFile();
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gameList.FilterList(filter.c_str());
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ProgressStop();
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return true;
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}
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