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https://github.com/hrydgard/ppsspp.git
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d00dcb4400
Simpler, no need to lock the entire info when checking these.
192 lines
5.0 KiB
C++
192 lines
5.0 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 <memory>
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#include <mutex>
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#include <atomic>
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#include "file/file_util.h"
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#include "Core/ELF/ParamSFO.h"
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#include "UI/TextureUtil.h"
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namespace Draw {
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class DrawContext;
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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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GAMEINFO_WANTBGDATA = 0x08, // Use with WANTBG.
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};
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class FileLoader;
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enum class IdentifiedFileType;
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struct GameInfoTex {
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GameInfoTex() {}
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~GameInfoTex() {
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if (texture) {
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ELOG("LEAKED GameInfoTex");
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}
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}
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std::string data;
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std::unique_ptr<ManagedTexture> texture;
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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 timeLoaded = 0.0;
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std::atomic<bool> dataLoaded{};
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void Clear() {
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if (!data.empty()) {
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data.clear();
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dataLoaded = false;
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}
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texture.reset(nullptr);
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}
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private:
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DISALLOW_COPY_AND_ASSIGN(GameInfoTex);
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};
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class GameInfo {
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public:
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GameInfo();
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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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std::shared_ptr<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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// 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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std::mutex lock;
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std::string id;
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std::string id_version;
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int disc_total = 0;
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int disc_number = 0;
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int region = -1;
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IdentifiedFileType fileType;
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ParamSFOData paramSFO;
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bool paramSFOLoaded = false;
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bool hasConfig = false;
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// Pre read the data, create a texture the next time (GL thread..)
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GameInfoTex icon;
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GameInfoTex pic0;
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GameInfoTex pic1;
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std::string sndFileData;
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std::atomic<bool> sndDataLoaded{};
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int wantFlags = 0;
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double lastAccessedTime = 0.0;
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u64 gameSize = 0;
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u64 saveDataSize = 0;
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u64 installDataSize = 0;
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std::atomic<bool> pending{};
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std::atomic<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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std::shared_ptr<FileLoader> fileLoader;
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std::string filePath_;
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private:
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DISALLOW_COPY_AND_ASSIGN(GameInfo);
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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 icon.texture 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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std::shared_ptr<GameInfo> GetInfo(Draw::DrawContext *draw, 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 CancelAll();
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void WaitUntilDone(std::shared_ptr<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(std::shared_ptr<GameInfo> &info, Draw::DrawContext *draw, GameInfoTex &tex);
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// Maps ISO path to info. Need to use shared_ptr as we can return these pointers -
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// and if they get destructed while being in use, that's bad.
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std::map<std::string, std::shared_ptr<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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