ppsspp/UI/GameInfoCache.h
2017-12-09 17:26:26 -08:00

195 lines
5.0 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 <memory>
#include <mutex>
#include <atomic>
#include "file/file_util.h"
#include "Core/ELF/ParamSFO.h"
#include "UI/TextureUtil.h"
namespace Draw {
class DrawContext;
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,
GAMEINFO_WANTBGDATA = 0x08, // Use with WANTBG.
};
class FileLoader;
enum class IdentifiedFileType;
struct GameInfoTex {
GameInfoTex() {}
~GameInfoTex() {
if (texture) {
ELOG("LEAKED GameInfoTex");
}
}
std::string data;
std::unique_ptr<ManagedTexture> texture;
// The time at which the Icon and the BG were loaded.
// Can be useful to fade them in smoothly once they appear.
double timeLoaded = 0.0;
std::atomic<bool> dataLoaded{};
void Clear() {
if (!data.empty()) {
data.clear();
dataLoaded = false;
}
texture.reset(nullptr);
}
private:
DISALLOW_COPY_AND_ASSIGN(GameInfoTex);
};
class GameInfo {
public:
GameInfo();
~GameInfo();
bool Delete(); // Better be sure what you're doing when calling this.
bool DeleteAllSaveData();
bool LoadFromPath(const std::string &gamePath);
std::shared_ptr<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.
std::mutex lock;
std::string id;
std::string id_version;
int disc_total = 0;
int disc_number = 0;
int region = -1;
IdentifiedFileType fileType;
ParamSFOData paramSFO;
bool paramSFOLoaded = false;
bool hasConfig = false;
// Pre read the data, create a texture the next time (GL thread..)
GameInfoTex icon;
GameInfoTex pic0;
GameInfoTex pic1;
std::string sndFileData;
std::atomic<bool> sndDataLoaded{};
int wantFlags = 0;
double lastAccessedTime = 0.0;
u64 gameSize = 0;
u64 saveDataSize = 0;
u64 installDataSize = 0;
bool pending = true;
bool working = false;
protected:
// Note: this can change while loading, use GetTitle().
std::string title;
std::shared_ptr<FileLoader> fileLoader;
std::string filePath_;
private:
DISALLOW_COPY_AND_ASSIGN(GameInfo);
};
class GameInfoCache {
public:
GameInfoCache();
~GameInfoCache();
// This creates a background worker thread!
void Clear();
void PurgeType(IdentifiedFileType fileType);
// All data in GameInfo including icon.texture 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.
std::shared_ptr<GameInfo> GetInfo(Draw::DrawContext *draw, 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 CancelAll();
void WaitUntilDone(std::shared_ptr<GameInfo> &info);
private:
void Init();
void Shutdown();
void SetupTexture(std::shared_ptr<GameInfo> &info, Draw::DrawContext *draw, GameInfoTex &tex);
// Maps ISO path to info. Need to use shared_ptr as we can return these pointers -
// and if they get destructed while being in use, that's bad.
std::map<std::string, std::shared_ptr<GameInfo> > info_;
// Work queue and management
PrioritizedWorkQueue *gameInfoWQ_;
};
// This one can be global, no good reason not to.
extern GameInfoCache *g_gameInfoCache;