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121 lines
3.4 KiB
C++
121 lines
3.4 KiB
C++
// Copyright (c) 2013- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#include <string>
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#include <map>
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#include "base/mutex.h"
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#include "file/file_util.h"
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#include "thread/prioritizedworkqueue.h"
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#include "gfx/texture.h"
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#include "Core/ELF/ParamSFO.h"
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#include "Core/Loaders.h"
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// A GameInfo holds information about a game, and also lets you do things that the VSH
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// does on the PSP, namely checking for and deleting savedata, and similar things.
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class GameInfo {
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public:
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GameInfo()
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: fileType(FILETYPE_UNKNOWN), paramSFOLoaded(false), iconTexture(NULL), pic0Texture(NULL), pic1Texture(NULL),
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wantBG(false), gameSize(0), saveDataSize(0) {}
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bool DeleteGame(); // Better be sure what you're doing when calling this.
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bool DeleteAllSaveData();
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u64 GetGameSizeInBytes();
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u64 GetSaveDataSizeInBytes();
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void LoadParamSFO();
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std::vector<std::string> GetSaveDataDirectories();
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// Hold this when reading or writing from the GameInfo.
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// Don't need to hold it when just passing around the pointer,
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// and obviously also not when creating it and holding the only pointer
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// to it.
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recursive_mutex lock;
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FileInfo fileInfo;
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std::string title; // for easy access, also available in paramSFO.
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std::string id;
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std::string id_version;
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IdentifiedFileType fileType;
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ParamSFOData paramSFO;
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bool paramSFOLoaded;
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// Pre read the data, create a texture the next time (GL thread..)
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std::string iconTextureData;
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Texture *iconTexture;
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std::string pic0TextureData;
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Texture *pic0Texture;
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std::string pic1TextureData;
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Texture *pic1Texture;
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bool wantBG;
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double lastAccessedTime;
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// The time at which the Icon and the BG were loaded.
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// Can be useful to fade them in smoothly once they appear.
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double timeIconWasLoaded;
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double timePic0WasLoaded;
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double timePic1WasLoaded;
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u64 gameSize;
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u64 saveDataSize;
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};
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class GameInfoCache {
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public:
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GameInfoCache() : gameInfoWQ_(0) {}
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~GameInfoCache();
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// This creates a background worker thread!
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void Init();
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void Shutdown();
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void Clear();
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// All data in GameInfo including iconTexture may be zero the first time you call this
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// but filled in later asynchronously in the background. So keep calling this,
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// redrawing the UI often. Only set wantBG if you really want it because
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// it's big. bgTextures may be discarded over time as well.
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GameInfo *GetInfo(const std::string &gamePath, bool wantBG);
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void Decimate(); // Deletes old info.
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void FlushBGs(); // Gets rid of all BG textures.
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// TODO - save cache between sessions
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void Save();
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void Load();
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void Add(const std::string &key, GameInfo *info_);
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private:
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// Maps ISO path to info.
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std::map<std::string, GameInfo *> info_;
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// Work queue and management
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PrioritizedWorkQueue *gameInfoWQ_;
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};
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// This one can be global, no good reason not to.
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extern GameInfoCache g_gameInfoCache;
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