Files
archived-pcsx2/pcsx2/gui/Panels/GameDatabasePanel.cpp
cottonvibes c05dc759e3 Big gif transfer code rewrite!
Pcsx2 now has a gifUnit class which acts like the ps2's gif and executes a single gif transfer at a time (and performs path arbitration according to priority and path3 slicing).

This new code is generally a speedup for most games. Particularly VU heavy games like GoW.
This revision breaks old saved state compatibility so don't update if you wish to keep playing with your old saved states.
Leave comments if this revision fixes or breaks anything...

Message to GS Plugin authors:
This new code now uses only 1 gif callback to transfer data to the gs plugin (GSgifTransfer).
pcsx2 also is garaunteed to send full GS primitives to the plugin. So you don't have to account for partial-transfers anymore.

Thanks goes out to shadowlady who tested around 500 games for me :D

Note 1: The old gif code is still in this revision, and can be enabled by the USE_OLD_GIF macro. The old code will be deleted soon.
Note 2: This revision also enables assertion dialogs in devel builds, and changed a lot of assume cases into assertions.


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4821 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-07-24 13:02:50 +00:00

476 lines
13 KiB
C++

/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2010 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 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 for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "PrecompiledHeader.h"
#include "App.h"
#include "AppGameDatabase.h"
#include "ConfigurationPanels.h"
#include <wx/listctrl.h>
extern wxString DiscSerial;
using namespace pxSizerFlags;
enum GameDataColumnId
{
GdbCol_Serial = 0,
GdbCol_Title,
GdbCol_Region,
GdbCol_Compat,
GdbCol_Patches,
GdbCol_Count
};
struct ListViewColumnInfo
{
const wxChar* name;
int width;
wxListColumnFormat align;
};
// --------------------------------------------------------------------------------------
// GameDatabaseListView
// --------------------------------------------------------------------------------------
class GameDatabaseListView : public wxListView
{
typedef wxListView _parent;
protected:
wxArrayString m_GamesInView;
public:
virtual ~GameDatabaseListView() throw() { }
GameDatabaseListView( wxWindow* parent );
void CreateColumns();
GameDatabaseListView& AddGame( const wxString& serial );
GameDatabaseListView& RemoveGame( const wxString& serial );
GameDatabaseListView& ClearAllGames();
GameDatabaseListView& SortBy( GameDataColumnId column );
protected:
// Overrides for wxLC_VIRTUAL
virtual wxString OnGetItemText(long item, long column) const;
virtual int OnGetItemImage(long item) const;
virtual int OnGetItemColumnImage(long item, long column) const;
virtual wxListItemAttr* OnGetItemAttr(long item) const;
const ListViewColumnInfo& GetDefaultColumnInfo( uint idx ) const;
};
// --------------------------------------------------------------------------------------
// GameDatabaseListView (implementations)
// --------------------------------------------------------------------------------------
GameDatabaseListView::GameDatabaseListView( wxWindow* parent )
: _parent( parent )
{
CreateColumns();
}
const ListViewColumnInfo& GameDatabaseListView::GetDefaultColumnInfo( uint idx ) const
{
static const ListViewColumnInfo columns[] =
{
{ L"Serial", 96, wxLIST_FORMAT_LEFT },
{ L"Title", 132, wxLIST_FORMAT_LEFT },
{ L"Region", 72, wxLIST_FORMAT_CENTER },
{ L"Compat", 48, wxLIST_FORMAT_CENTER },
{ L"Patches", 48, wxLIST_FORMAT_CENTER },
};
pxAssertDev( idx < ArraySize(columns), "ListView column index is out of bounds." );
return columns[idx];
}
void GameDatabaseListView::CreateColumns()
{
for( int i=0; i<GdbCol_Count; ++i )
{
const ListViewColumnInfo& info = GetDefaultColumnInfo(i);
InsertColumn( i, pxGetTranslation(info.name), info.align, info.width );
}
}
GameDatabaseListView& GameDatabaseListView::AddGame( const wxString& serial )
{
if (m_GamesInView.Index( serial, false ) != wxNOT_FOUND) return *this;
m_GamesInView.Add( serial );
return *this;
}
GameDatabaseListView& GameDatabaseListView::RemoveGame( const wxString& serial )
{
m_GamesInView.Remove( serial );
return *this;
}
GameDatabaseListView& GameDatabaseListView::ClearAllGames()
{
m_GamesInView.Clear();
return *this;
}
class BaseGameListSort
{
protected:
IGameDatabase* m_GameDB;
bool m_descending;
public:
BaseGameListSort( bool descend )
{
m_GameDB = AppHost_GetGameDatabase();
m_descending = descend;
}
virtual ~BaseGameListSort() throw() {}
// Note: Return TRUE if the first value is less than the second value.
bool operator()(const wxString& i1, const wxString& i2)
{
if (!m_GameDB || (i1 == i2)) return false;
// note: Anything not in the database gets sorted to the bottom of the list ...
Game_Data first, second;
if (!m_GameDB->findGame(first, i1)) return false;
if (!m_GameDB->findGame(second, i2)) return true;
if (int retval = _doCompare(first, second))
return m_descending ? (retval>0) : (retval<0);
return 0;
}
virtual int _doCompare( const Game_Data& first, const Game_Data& second )=0;
};
class GLSort_bySerial : public BaseGameListSort
{
public:
GLSort_bySerial( bool descend ) : BaseGameListSort( descend ) { }
protected:
int _doCompare( const Game_Data& g1, const Game_Data& g2 )
{
return g1.getString("Serial").CmpNoCase( g2.getString("Serial") );
}
};
class GLSort_byTitle : public BaseGameListSort
{
public:
GLSort_byTitle( bool descend ) : BaseGameListSort( descend ) { }
protected:
int _doCompare( const Game_Data& g1, const Game_Data& g2 )
{
return g1.getString("Name").Cmp( g2.getString("Name") );
}
};
class GLSort_byRegion : public BaseGameListSort
{
public:
GLSort_byRegion( bool descend ) : BaseGameListSort( descend ) { }
protected:
int _doCompare( const Game_Data& g1, const Game_Data& g2 )
{
return g1.getString("Region").CmpNoCase( g2.getString("Region") );
}
};
class GLSort_byCompat : public BaseGameListSort
{
public:
GLSort_byCompat( bool descend ) : BaseGameListSort( descend ) { }
protected:
int _doCompare( const Game_Data& g1, const Game_Data& g2 )
{
return g1.getInt("Compat") - g2.getInt("Compat");
}
};
class GLSort_byPatches : public BaseGameListSort
{
public:
GLSort_byPatches( bool descend ) : BaseGameListSort( descend ) { }
protected:
int _doCompare( const Game_Data& g1, const Game_Data& g2 )
{
bool hasPatches1 = !g1.getString("[patches]").IsEmpty();
bool hasPatches2 = !g2.getString("[patches]").IsEmpty();
if (hasPatches1 == hasPatches2) return 0;
return hasPatches1 ? -1 : 1;
}
};
GameDatabaseListView& GameDatabaseListView::SortBy( GameDataColumnId column )
{
const bool isDescending = false;
wxArrayString::iterator begin = m_GamesInView.begin();
wxArrayString::iterator end = m_GamesInView.end();
// Note: std::sort does not pass predicate instances by reference, which means we can't use
// object polymorphism to simplify the code below. --air
switch( column )
{
case GdbCol_Serial: std::sort(begin, end, GLSort_bySerial(isDescending)); break;
case GdbCol_Title: std::sort(begin, end, GLSort_byTitle(isDescending)); break;
case GdbCol_Region: std::sort(begin, end, GLSort_byRegion(isDescending)); break;
case GdbCol_Compat: std::sort(begin, end, GLSort_byCompat(isDescending)); break;
case GdbCol_Patches: std::sort(begin, end, GLSort_byPatches(isDescending)); break;
// do not use jNO_DEFAULT here -- keeps release builds from crashing (it'll just
// ignore the sort request!)
}
//m_GamesInView.( );
return *this;
}
// return the text for the given column of the given item
wxString GameDatabaseListView::OnGetItemText(long item, long column) const
{
IGameDatabase* GameDB = AppHost_GetGameDatabase();
if (!GameDB || (item < 0) || ((uint)item >= m_GamesInView.GetCount()))
return _parent::OnGetItemText(item, column);
Game_Data game;
if (!GameDB->findGame(game, m_GamesInView[item]))
{
pxFail( "Unknown row index in GameDatabaseListView -- returning default value." );
return _parent::OnGetItemText(item, column);
}
switch( column )
{
case GdbCol_Serial: return m_GamesInView[item];
case GdbCol_Title: return game.getString("Name");
case GdbCol_Region: return game.getString("Region");
case GdbCol_Compat: return game.getString("Compat");
case GdbCol_Patches: return game.getString("[patches]").IsEmpty() ? L"No" : L"Yes";
}
pxFail( "Unknown column index in GameDatabaseListView -- returning an empty string." );
return wxEmptyString;
}
// return the icon for the given item. In report view, OnGetItemImage will
// only be called for the first column. See OnGetItemColumnImage for
// details.
int GameDatabaseListView::OnGetItemImage(long item) const
{
return _parent::OnGetItemImage( item );
}
// return the icon for the given item and column.
int GameDatabaseListView::OnGetItemColumnImage(long item, long column) const
{
return _parent::OnGetItemColumnImage( item, column );
}
static wxListItemAttr m_ItemAttr;
// return the attribute for the item (may return NULL if none)
wxListItemAttr* GameDatabaseListView::OnGetItemAttr(long item) const
{
m_ItemAttr = wxListItemAttr(); // Wipe it clean!
// For eventual drag&drop ?
//if( m_TargetedItem == item )
// m_ItemAttr.SetBackgroundColour( wxColour(L"Wheat") );
return &m_ItemAttr;
}
#define blankLine() { \
sizer1+=5; sizer1+=5; sizer1+=Text(wxEmptyString); sizer1+=5; sizer1+=5; \
}
#define placeTextBox(wxBox, txt) { \
sizer1 += Label(_(txt)); \
sizer1 += 5; \
sizer1 += wxBox | pxCenter; \
sizer1 += 5; \
sizer1 += 5; \
}
wxTextCtrl* CreateMultiLineTextCtrl( wxWindow* parent, int digits, long flags = 0 )
{
wxTextCtrl* ctrl = new wxTextCtrl(parent, wxID_ANY, wxEmptyString, wxDefaultPosition, wxDefaultSize, wxTE_MULTILINE);
pxFitToDigits(ctrl, digits);
return ctrl;
}
Panels::GameDatabasePanel::GameDatabasePanel( wxWindow* parent )
: BaseApplicableConfigPanel( parent )
{
searchBtn = new wxButton (this, wxID_ANY, _("Search"));
serialBox = CreateNumericalTextCtrl(this, 40, wxTE_LEFT);
nameBox = CreateNumericalTextCtrl(this, 40, wxTE_LEFT);
regionBox = CreateNumericalTextCtrl(this, 40, wxTE_LEFT);
compatBox = CreateNumericalTextCtrl(this, 40, wxTE_LEFT);
commentBox = CreateMultiLineTextCtrl(this, 40, wxTE_LEFT);
patchesBox = CreateMultiLineTextCtrl(this, 40, wxTE_LEFT);
for (GamefixId i=GamefixId_FIRST; i < pxEnumEnd; ++i)
gameFixes[i] = new pxCheckBox(this, EnumToString(i), wxCHK_3STATE | wxCHK_ALLOW_3RD_STATE_FOR_USER );
*this += Heading(_("Game Database Editor")).Bold() | StdExpand();
*this += new GameDatabaseListView( this ) | StdExpand();
wxFlexGridSizer& sizer1(*new wxFlexGridSizer(5, StdPadding));
sizer1.AddGrowableCol(0);
blankLine();
sizer1 += Label(L"Serial: ");
sizer1 += 5;
sizer1 += serialBox | pxCenter;
sizer1 += 5;
sizer1 += searchBtn;
placeTextBox(nameBox, "Name: ");
placeTextBox(regionBox, "Region: ");
placeTextBox(compatBox, "Compatibility: ");
placeTextBox(commentBox, "Comments: ");
placeTextBox(patchesBox, "Patches: ");
blankLine();
wxStaticBoxSizer& sizer2 = *new wxStaticBoxSizer(wxVERTICAL, this, _("Gamefixes"));
wxFlexGridSizer& sizer3(*new wxFlexGridSizer(3, 0, StdPadding*4));
sizer3.AddGrowableCol(0);
for (GamefixId i=GamefixId_FIRST; i < pxEnumEnd; ++i)
sizer3 += gameFixes[i];
sizer2 += sizer3 | StdCenter();
*this += sizer1 | pxCenter;
*this += sizer2 | pxCenter;
Connect(searchBtn->GetId(), wxEVT_COMMAND_BUTTON_CLICKED, wxCommandEventHandler(GameDatabasePanel::Search_Click));
PopulateFields();
}
void Panels::GameDatabasePanel::PopulateFields( const wxString& id ) {
IGameDatabase* GameDB = AppHost_GetGameDatabase();
if (!pxAssert(GameDB)) return;
Game_Data game;
if (GameDB->findGame(game, id.IsEmpty() ? SysGetDiscID() : id))
{
serialBox ->SetLabel(game.getString("Serial"));
nameBox ->SetLabel(game.getString("Name"));
regionBox ->SetLabel(game.getString("Region"));
compatBox ->SetLabel(game.getString("Compat"));
commentBox->SetLabel(game.getString("[comments]"));
patchesBox->SetLabel(game.getString("[patches]"));
for (GamefixId i=GamefixId_FIRST; i < pxEnumEnd; ++i)
{
wxString keyName (EnumToString(i)); keyName += L"Hack";
if( game.keyExists(keyName) )
gameFixes[i]->SetValue(game.getBool(keyName));
else
gameFixes[i]->SetIndeterminate();
}
}
else {
serialBox ->SetLabel(wxEmptyString);
nameBox ->SetLabel(wxEmptyString);
regionBox ->SetLabel(wxEmptyString);
compatBox ->SetLabel(wxEmptyString);
commentBox->SetLabel(wxEmptyString);
patchesBox->SetLabel(wxEmptyString);
for (int i = 0; i < GamefixId_COUNT; i++) {
gameFixes[i]->SetValue(0);
}
}
}
#define writeTextBoxToDB(_key, _value) { \
if (_value.IsEmpty()) GameDB->deleteKey(wxT(_key)); \
else GameDB->writeString(wxT(_key), _value); \
}
// returns True if the database is modified, or FALSE if no changes to save.
bool Panels::GameDatabasePanel::WriteFieldsToDB() {
IGameDatabase* GameDB = AppHost_GetGameDatabase();
if (!GameDB) return false;
if (serialBox->GetValue().IsEmpty()) return false;
Game_Data game;
GameDB->findGame(game, serialBox->GetValue());
game.id = serialBox->GetValue();
game.writeString(L"Serial", serialBox->GetValue());
game.writeString(L"Name", nameBox->GetValue());
game.writeString(L"Region", regionBox->GetValue());
game.writeString(L"Compat", compatBox->GetValue());
game.writeString(L"[comments]", commentBox->GetValue());
game.writeString(L"[patches]", patchesBox->GetValue());
for (GamefixId i=GamefixId_FIRST; i < pxEnumEnd; ++i) {
wxString keyName (EnumToString(i)); keyName += L"Hack";
if (gameFixes[i]->IsIndeterminate())
game.deleteKey(keyName);
else
game.writeBool(keyName, gameFixes[i]->GetValue());
}
GameDB->updateGame(game);
return true;
}
void Panels::GameDatabasePanel::Search_Click(wxCommandEvent& evt) {
IGameDatabase* GameDB = AppHost_GetGameDatabase();
if( !GameDB ) return;
PopulateFields( serialBox->GetValue() );
evt.Skip();
}
void Panels::GameDatabasePanel::Apply() {
AppGameDatabase* GameDB = wxGetApp().GetGameDatabase();
if( WriteFieldsToDB() )
{
Console.WriteLn("Saving changes to Game Database...");
GameDB->SaveToFile();
}
}
void Panels::GameDatabasePanel::AppStatusEvent_OnSettingsApplied()
{
}