mirror of
https://github.com/hrydgard/ppsspp.git
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216 lines
5.5 KiB
C++
216 lines
5.5 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 "Core/ELF/ParamSFO.h"
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#include "Core/Loaders.h"
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namespace Draw {
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class Thin3DContext;
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class Texture;
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}
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class PrioritizedWorkQueue;
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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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// Only cares about games that are installed on the current device.
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// A GameInfo object can also represent a piece of savedata.
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// Guessed from GameID, not necessarily accurate
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enum GameRegion {
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GAMEREGION_JAPAN,
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GAMEREGION_USA,
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GAMEREGION_EUROPE,
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GAMEREGION_HONGKONG,
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GAMEREGION_ASIA,
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GAMEREGION_OTHER,
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GAMEREGION_MAX,
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};
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enum GameInfoWantFlags {
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GAMEINFO_WANTBG = 0x01,
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GAMEINFO_WANTSIZE = 0x02,
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GAMEINFO_WANTSND = 0x04,
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};
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// TODO: Need to use std::atomic<bool> instead.
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class CompletionFlag {
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public:
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CompletionFlag() : pending(1) {
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}
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void SetDone() {
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#if defined(_WIN32)
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_WriteBarrier();
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pending = 0;
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#else
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__sync_lock_release(&pending);
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#endif
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}
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bool IsDone() {
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const bool done = pending == 0;
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#if defined(_WIN32)
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_ReadBarrier();
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#else
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__sync_synchronize();
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#endif
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return done;
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}
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CompletionFlag &operator =(const bool &v) {
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pending = v ? 0 : 1;
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return *this;
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}
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operator bool() {
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return IsDone();
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}
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private:
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volatile u32 pending;
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DISALLOW_COPY_AND_ASSIGN(CompletionFlag);
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};
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class GameInfo {
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public:
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GameInfo()
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: disc_total(0), disc_number(0), region(-1), fileType(FILETYPE_UNKNOWN), paramSFOLoaded(false),
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hasConfig(false), iconTexture(nullptr), pic0Texture(nullptr), pic1Texture(nullptr), wantFlags(0),
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lastAccessedTime(0.0), timeIconWasLoaded(0.0), timePic0WasLoaded(0.0), timePic1WasLoaded(0.0),
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gameSize(0), saveDataSize(0), installDataSize(0), pending(true), working(false), fileLoader(nullptr) {}
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~GameInfo();
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bool Delete(); // Better be sure what you're doing when calling this.
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bool DeleteAllSaveData();
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bool LoadFromPath(const std::string &gamePath);
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FileLoader *GetFileLoader();
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void DisposeFileLoader();
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u64 GetGameSizeInBytes();
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u64 GetSaveDataSizeInBytes();
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u64 GetInstallDataSizeInBytes();
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void ParseParamSFO();
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std::vector<std::string> GetSaveDataDirectories();
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std::string GetTitle();
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void SetTitle(const std::string &newTitle);
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bool IsPending();
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bool IsWorking();
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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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std::string id;
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std::string id_version;
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int disc_total;
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int disc_number;
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int region;
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IdentifiedFileType fileType;
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ParamSFOData paramSFO;
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bool paramSFOLoaded;
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bool hasConfig;
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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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Draw::Texture *iconTexture;
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std::string pic0TextureData;
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Draw::Texture *pic0Texture;
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std::string pic1TextureData;
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Draw::Texture *pic1Texture;
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std::string sndFileData;
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int wantFlags;
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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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CompletionFlag iconDataLoaded;
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CompletionFlag pic0DataLoaded;
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CompletionFlag pic1DataLoaded;
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CompletionFlag sndDataLoaded;
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u64 gameSize;
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u64 saveDataSize;
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u64 installDataSize;
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bool pending;
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bool working;
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protected:
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// Note: this can change while loading, use GetTitle().
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std::string title;
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FileLoader *fileLoader;
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std::string filePath_;
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};
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class GameInfoCache {
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public:
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GameInfoCache();
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~GameInfoCache();
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// This creates a background worker thread!
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void Clear();
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void PurgeType(IdentifiedFileType fileType);
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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 flags to GAMEINFO_WANTBG or WANTSND if you really want them
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// because they're big. bgTextures and sound may be discarded over time as well.
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GameInfo *GetInfo(Draw::Thin3DContext *thin3d, const std::string &gamePath, int wantFlags);
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void FlushBGs(); // Gets rid of all BG textures. Also gets rid of bg sounds.
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PrioritizedWorkQueue *WorkQueue() { return gameInfoWQ_; }
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void WaitUntilDone(GameInfo *info);
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private:
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void Init();
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void Shutdown();
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void SetupTexture(GameInfo *info, std::string &textureData, Draw::Thin3DContext *thin3d, Draw::Texture *&tex, double &loadTime);
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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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