ppsspp/UI/GameInfoCache.h

121 lines
3.4 KiB
C++

// 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 <string>
#include <map>
#include "base/mutex.h"
#include "file/file_util.h"
#include "thread/prioritizedworkqueue.h"
#include "gfx/texture.h"
#include "Core/ELF/ParamSFO.h"
#include "Core/Loaders.h"
// 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.
class GameInfo {
public:
GameInfo()
: fileType(FILETYPE_UNKNOWN), iconTexture(NULL), pic0Texture(NULL), pic1Texture(NULL),
wantBG(false), paramSFOLoaded(false), gameSize(0), saveDataSize(0) {}
bool DeleteGame(); // Better be sure what you're doing when calling this.
bool DeleteAllSaveData();
u64 GetGameSizeInBytes();
u64 GetSaveDataSizeInBytes();
void LoadParamSFO();
std::vector<std::string> GetSaveDataDirectories();
// 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.
recursive_mutex lock;
FileInfo fileInfo;
std::string title; // for easy access, also available in paramSFO.
std::string id;
std::string id_version;
EmuFileType fileType;
ParamSFOData paramSFO;
bool paramSFOLoaded;
// Pre read the data, create a texture the next time (GL thread..)
std::string iconTextureData;
Texture *iconTexture;
std::string pic0TextureData;
Texture *pic0Texture;
std::string pic1TextureData;
Texture *pic1Texture;
bool wantBG;
double lastAccessedTime;
// The time at which the Icon and the BG were loaded.
// Can be useful to fade them in smoothly once they appear.
double timeIconWasLoaded;
double timePic0WasLoaded;
double timePic1WasLoaded;
u64 gameSize;
u64 saveDataSize;
};
class GameInfoCache {
public:
GameInfoCache() : gameInfoWQ_(0) {}
~GameInfoCache();
// This creates a background worker thread!
void Init();
void Shutdown();
void Clear();
// All data in GameInfo including iconTexture 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 wantBG if you really want it because
// it's big. bgTextures may be discarded over time as well.
GameInfo *GetInfo(const std::string &gamePath, bool wantBG);
void Decimate(); // Deletes old info.
void FlushBGs(); // Gets rid of all BG textures.
// TODO - save cache between sessions
void Save();
void Load();
void Add(const std::string &key, GameInfo *info_);
private:
// Maps ISO path to info.
std::map<std::string, GameInfo *> info_;
// Work queue and management
PrioritizedWorkQueue *gameInfoWQ_;
};
// This one can be global, no good reason not to.
extern GameInfoCache g_gameInfoCache;