usbloadergx/source/xml/GameTDB.hpp
wiidev fbfcba4200 Change TinyXML to pugixml
Thanks to Oddx.
2023-01-01 17:00:14 +00:00

161 lines
6.3 KiB
C++

/****************************************************************************
* Copyright (C) 2010
* by Dimok
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any
* damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any
* purpose, including commercial applications, and to alter it and
* redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you
* must not claim that you wrote the original software. If you use
* this software in a product, an acknowledgment in the product
* documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and
* must not be misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
***************************************************************************/
#ifndef GAMETDB_HPP_
#define GAMETDB_HPP_
#include <vector>
#include <string>
#include "pugixml.hpp"
typedef struct _Accessory
{
std::string Name;
bool Required;
} Accessory;
typedef struct _GameXMLInfo
{
std::string GameID;
std::string Region;
std::string Title;
std::string Synopsis;
std::string Developer;
std::string Publisher;
unsigned int PublishDate;
std::vector<std::string> GenreList;
int RatingType;
std::string RatingValue;
std::vector<std::string> RatingDescriptorList;
int WifiPlayers;
std::vector<std::string> WifiFeatureList;
int Players;
std::vector<Accessory> AccessoryList;
long CaseColor;
} GameXMLInfo;
typedef struct _GameOffsets
{
char gameID[7];
unsigned int gamenode;
unsigned int nodesize;
} __attribute__((__packed__)) GameOffsets;
class GameTDB
{
public:
//! Constructor
GameTDB();
//! Constructor
//! If filepath is passed the xml file is opened and the node offsets are loaded
GameTDB(const char *filepath);
//! Destructor
~GameTDB();
//! If filepath is passed the xml file is opened and the node offsets are loaded
bool OpenFile(const char *filepath);
//! Closes the GameTDB xml file
void CloseFile();
//! Set the language code which should be use to find the appropriate language
//! If the language code is not found, the language code defaults to EN
void SetLanguageCode(const char *code) { if(code) LangCode = code; };
//! Get the current set language code
const char *GetLanguageCode() { return LangCode.c_str(); };
//! Get the title of a specific game id in the language defined in LangCode
bool GetTitle(const char *id, std::string &title);
//! Get the synopsis of a specific game id in the language defined in LangCode
bool GetSynopsis(const char *id, std::string &synopsis);
//! Get the region of a game for a specific game id
bool GetRegion(const char *id, std::string &region);
//! Get the languages of a game for a specific game id
bool GetLanguages(const char *id, std::string &languages);
//! Get the developer of a game for a specific game id
bool GetDeveloper(const char *id, std::string &dev);
//! Get the publisher of a game for a specific game id
bool GetPublisher(const char *id, std::string &pub);
//! Get the publish date of a game for a specific game id
//! First 1 byte is the day, than 1 byte month and last 2 bytes is the year
//! year = (return >> 16), month = (return >> 8) & 0xFF, day = return & 0xFF
unsigned int GetPublishDate(const char *id);
//! Get the genre list of a game for a specific game id
bool GetGenreList(const char *id, std::vector<std::string> &genre);
//! Get the rating type for a specific game id
//! The rating type can be converted to a std::string with GameTDB::RatingTostd::string(rating)
int GetRating(const char *id);
//! Get the rating value for a specific game id
bool GetRatingValue(const char *id, std::string &rating_value);
//! Get the rating descriptor list inside a std::vector for a specific game id
//! Returns the amount of descriptors found or -1 if failed
int GetRatingDescriptorList(const char *id, std::vector<std::string> &desc_list);
//! Get the wifi player count for a specific game id
//! Returns the amount of wifi players or -1 if failed
int GetWifiPlayers(const char *id);
//! Get the wifi feature list inside a std::vector for a specific game id
//! Returns the amount of wifi features found or -1 if failed
int GetWifiFeatureList(const char *id, std::vector<std::string> &feat_list);
//! Get the player count for a specific game id
//! Returns the amount of players or -1 if failed
int GetPlayers(const char *id);
//! Returns the amount of accessories found or -1 if failed
//! Get the accessory (inputs) list inside a std::vector for a specific game id
int GetAccessoryList(const char *id, std::vector<Accessory> &acc_list);
//! Get the box (case) color for a specific game id
//! Returns the color in RGB (first 3 bytes)
int GetCaseColor(const char *id);
//! Get the complete game info in the GameXMLInfo struct
bool GetGameXMLInfo(const char *id, GameXMLInfo *gameInfo);
//! Get the type of the game. If blank the game is a Wii game.
bool GetGameType(const char *id, std::string &GameType);
//! Translate genre list to configure language code
void TranslateGenres(std::vector<std::string> &GenreList);
//! Translate descriptors list to configure language code
//! void TranslateDescriptors(std::vector<std::string> &DescList);
//! Convert a specific game rating to a std::string
static const char *RatingToString(int rating);
//! Convert a rating std::string to a rating number
static int StringToRating(const char *rate_string);
//! Convert a rating to another rating
static int ConvertRating(const char *value, const char *from, const char *to);
//! Get the version of the gametdb xml database
unsigned long long GetGameTDBVersion();
//! Get the entry count in the xml database
inline size_t GetEntryCount() { return OffsetMap.size(); };
private:
bool ParseFile();
bool LoadGameOffsets(const char *path);
bool SaveGameOffsets(const char *path);
bool ParseGameNode(const char *id);
inline int GetData(char *data, int offset, int size);
inline char *LoadGameNode(const char *id);
inline GameOffsets *GetGameOffset(const char *id);
std::vector<GameOffsets> OffsetMap;
FILE *file;
std::string LangCode;
char GameIDCache[7];
pugi::xml_document xmlDoc;
};
#endif