ppsspp/UI/GameInfoCache.h
2016-12-27 11:59:06 +01:00

216 lines
5.5 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 "Core/ELF/ParamSFO.h"
#include "Core/Loaders.h"
namespace Draw {
class Thin3DContext;
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,
};
// TODO: Need to use std::atomic<bool> instead.
class CompletionFlag {
public:
CompletionFlag() : pending(1) {
}
void SetDone() {
#if defined(_WIN32)
_WriteBarrier();
pending = 0;
#else
__sync_lock_release(&pending);
#endif
}
bool IsDone() {
const bool done = pending == 0;
#if defined(_WIN32)
_ReadBarrier();
#else
__sync_synchronize();
#endif
return done;
}
CompletionFlag &operator =(const bool &v) {
pending = v ? 0 : 1;
return *this;
}
operator bool() {
return IsDone();
}
private:
volatile u32 pending;
DISALLOW_COPY_AND_ASSIGN(CompletionFlag);
};
class GameInfo {
public:
GameInfo()
: disc_total(0), disc_number(0), region(-1), fileType(FILETYPE_UNKNOWN), paramSFOLoaded(false),
hasConfig(false), iconTexture(nullptr), pic0Texture(nullptr), pic1Texture(nullptr), wantFlags(0),
lastAccessedTime(0.0), timeIconWasLoaded(0.0), timePic0WasLoaded(0.0), timePic1WasLoaded(0.0),
gameSize(0), saveDataSize(0), installDataSize(0), pending(true), working(false), fileLoader(nullptr) {}
~GameInfo();
bool Delete(); // Better be sure what you're doing when calling this.
bool DeleteAllSaveData();
bool LoadFromPath(const std::string &gamePath);
FileLoader *GetFileLoader();
void DisposeFileLoader();
u64 GetGameSizeInBytes();
u64 GetSaveDataSizeInBytes();
u64 GetInstallDataSizeInBytes();
void ParseParamSFO();
std::vector<std::string> GetSaveDataDirectories();
std::string GetTitle();
void SetTitle(const std::string &newTitle);
bool IsPending();
bool IsWorking();
// 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;
std::string id;
std::string id_version;
int disc_total;
int disc_number;
int region;
IdentifiedFileType fileType;
ParamSFOData paramSFO;
bool paramSFOLoaded;
bool hasConfig;
// Pre read the data, create a texture the next time (GL thread..)
std::string iconTextureData;
Draw::Texture *iconTexture;
std::string pic0TextureData;
Draw::Texture *pic0Texture;
std::string pic1TextureData;
Draw::Texture *pic1Texture;
std::string sndFileData;
int wantFlags;
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;
CompletionFlag iconDataLoaded;
CompletionFlag pic0DataLoaded;
CompletionFlag pic1DataLoaded;
CompletionFlag sndDataLoaded;
u64 gameSize;
u64 saveDataSize;
u64 installDataSize;
bool pending;
bool working;
protected:
// Note: this can change while loading, use GetTitle().
std::string title;
FileLoader *fileLoader;
std::string filePath_;
};
class GameInfoCache {
public:
GameInfoCache();
~GameInfoCache();
// This creates a background worker thread!
void Clear();
void PurgeType(IdentifiedFileType fileType);
// 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 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.
GameInfo *GetInfo(Draw::Thin3DContext *thin3d, 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 WaitUntilDone(GameInfo *info);
private:
void Init();
void Shutdown();
void SetupTexture(GameInfo *info, std::string &textureData, Draw::Thin3DContext *thin3d, Draw::Texture *&tex, double &loadTime);
// 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;