// 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 #include #include "base/mutex.h" #include "file/file_util.h" #include "thread/prioritizedworkqueue.h" #include "gfx/texture.h" #include "Core/ELF/ParamSFO.h" #include "Core/Loaders.h" // 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. class GameInfo { public: GameInfo() : fileType(FILETYPE_UNKNOWN), iconTexture(NULL), pic0Texture(NULL), pic1Texture(NULL), wantBG(false), paramSFOLoaded(false), gameSize(0), saveDataSize(0) {} bool DeleteGame(); // Better be sure what you're doing when calling this. bool DeleteAllSaveData(); u64 GetGameSizeInBytes(); u64 GetSaveDataSizeInBytes(); void LoadParamSFO(); std::string GetSaveDataDirectory(); // 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; FileInfo fileInfo; std::string title; // for easy access, also available in paramSFO. EmuFileType fileType; ParamSFOData paramSFO; bool paramSFOLoaded; // Pre read the data, create a texture the next time (GL thread..) std::string iconTextureData; Texture *iconTexture; std::string pic0TextureData; Texture *pic0Texture; std::string pic1TextureData; Texture *pic1Texture; bool wantBG; 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; u64 gameSize; u64 saveDataSize; }; class GameInfoCache { public: GameInfoCache() : gameInfoWQ_(0) {} ~GameInfoCache(); // This creates a background worker thread! void Init(); void Shutdown(); void Clear(); // 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 wantBG if you really want it because // it's big. bgTextures may be discarded over time as well. GameInfo *GetInfo(const std::string &gamePath, bool wantBG); void Decimate(); // Deletes old info. void FlushBGs(); // Gets rid of all BG textures. // TODO - save cache between sessions void Save(); void Load(); void Add(const std::string &key, GameInfo *info_); private: // Maps ISO path to info. std::map info_; // Work queue and management PrioritizedWorkQueue *gameInfoWQ_; }; // This one can be global, no good reason not to. extern GameInfoCache g_gameInfoCache;