// Copyright (c) 2013- PPSSPP Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0 or later versions. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #pragma once #include #include #include #include #include #include "file/file_util.h" #include "Core/ELF/ParamSFO.h" #include "UI/TextureUtil.h" namespace Draw { class DrawContext; class Texture; } class PrioritizedWorkQueue; // A GameInfo holds information about a game, and also lets you do things that the VSH // does on the PSP, namely checking for and deleting savedata, and similar things. // Only cares about games that are installed on the current device. // A GameInfo object can also represent a piece of savedata. // Guessed from GameID, not necessarily accurate enum GameRegion { GAMEREGION_JAPAN, GAMEREGION_USA, GAMEREGION_EUROPE, GAMEREGION_HONGKONG, GAMEREGION_ASIA, GAMEREGION_OTHER, GAMEREGION_MAX, }; enum GameInfoWantFlags { GAMEINFO_WANTBG = 0x01, GAMEINFO_WANTSIZE = 0x02, GAMEINFO_WANTSND = 0x04, GAMEINFO_WANTBGDATA = 0x08, // Use with WANTBG. }; class FileLoader; enum class IdentifiedFileType; struct GameInfoTex { GameInfoTex() {} ~GameInfoTex() { if (texture) { ELOG("LEAKED GameInfoTex"); } } std::string data; std::unique_ptr texture; // The time at which the Icon and the BG were loaded. // Can be useful to fade them in smoothly once they appear. double timeLoaded = 0.0; std::atomic dataLoaded{}; void Clear() { if (!data.empty()) { data.clear(); dataLoaded = false; } texture.reset(nullptr); } private: DISALLOW_COPY_AND_ASSIGN(GameInfoTex); }; class GameInfo { public: GameInfo(); ~GameInfo(); bool Delete(); // Better be sure what you're doing when calling this. bool DeleteAllSaveData(); bool LoadFromPath(const std::string &gamePath); std::shared_ptr GetFileLoader(); void DisposeFileLoader(); u64 GetGameSizeInBytes(); u64 GetSaveDataSizeInBytes(); u64 GetInstallDataSizeInBytes(); void ParseParamSFO(); std::vector GetSaveDataDirectories(); std::string GetTitle(); void SetTitle(const std::string &newTitle); // Hold this when reading or writing from the GameInfo. // Don't need to hold it when just passing around the pointer, // and obviously also not when creating it and holding the only pointer // to it. std::mutex lock; std::string id; std::string id_version; int disc_total = 0; int disc_number = 0; int region = -1; IdentifiedFileType fileType; ParamSFOData paramSFO; bool paramSFOLoaded = false; bool hasConfig = false; // Pre read the data, create a texture the next time (GL thread..) GameInfoTex icon; GameInfoTex pic0; GameInfoTex pic1; std::string sndFileData; std::atomic sndDataLoaded{}; int wantFlags = 0; double lastAccessedTime = 0.0; u64 gameSize = 0; u64 saveDataSize = 0; u64 installDataSize = 0; std::atomic pending{}; std::atomic working{}; protected: // Note: this can change while loading, use GetTitle(). std::string title; std::shared_ptr fileLoader; std::string filePath_; private: DISALLOW_COPY_AND_ASSIGN(GameInfo); }; class GameInfoCache { public: GameInfoCache(); ~GameInfoCache(); // This creates a background worker thread! void Clear(); void PurgeType(IdentifiedFileType fileType); // All data in GameInfo including icon.texture may be zero the first time you call this // but filled in later asynchronously in the background. So keep calling this, // redrawing the UI often. Only set flags to GAMEINFO_WANTBG or WANTSND if you really want them // because they're big. bgTextures and sound may be discarded over time as well. std::shared_ptr GetInfo(Draw::DrawContext *draw, const std::string &gamePath, int wantFlags); void FlushBGs(); // Gets rid of all BG textures. Also gets rid of bg sounds. PrioritizedWorkQueue *WorkQueue() { return gameInfoWQ_; } void CancelAll(); void WaitUntilDone(std::shared_ptr &info); private: void Init(); void Shutdown(); void SetupTexture(std::shared_ptr &info, Draw::DrawContext *draw, GameInfoTex &tex); // Maps ISO path to info. Need to use shared_ptr as we can return these pointers - // and if they get destructed while being in use, that's bad. std::map > info_; // Work queue and management PrioritizedWorkQueue *gameInfoWQ_; }; // This one can be global, no good reason not to. extern GameInfoCache *g_gameInfoCache;