mirror of
https://github.com/RetroDECK/Duckstation.git
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129 lines
4.5 KiB
C++
129 lines
4.5 KiB
C++
// SPDX-FileCopyrightText: 2019-2023 Connor McLaughlin <stenzek@gmail.com>
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// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
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#pragma once
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#include "game_database.h"
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#include "types.h"
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#include "util/cd_image.h"
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#include "common/small_string.h"
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#include <ctime>
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#include <functional>
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#include <mutex>
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#include <span>
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#include <string>
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class ByteStream;
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class ProgressCallback;
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struct SystemBootParameters;
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namespace GameList {
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enum class EntryType
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{
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Disc,
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PSExe,
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Playlist,
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PSF,
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Count
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};
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struct Entry
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{
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EntryType type = EntryType::Disc;
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DiscRegion region = DiscRegion::Other;
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std::string path;
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std::string serial;
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std::string title;
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std::string disc_set_name;
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std::string genre;
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std::string publisher;
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std::string developer;
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u64 hash = 0;
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s64 file_size = 0;
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u64 uncompressed_size = 0;
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std::time_t last_modified_time = 0;
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std::time_t last_played_time = 0;
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std::time_t total_played_time = 0;
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u64 release_date = 0;
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u16 supported_controllers = static_cast<u16>(~0u);
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u8 min_players = 1;
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u8 max_players = 1;
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u8 min_blocks = 0;
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u8 max_blocks = 0;
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s8 disc_set_index = -1;
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GameDatabase::CompatibilityRating compatibility = GameDatabase::CompatibilityRating::Unknown;
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size_t GetReleaseDateString(char* buffer, size_t buffer_size) const;
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ALWAYS_INLINE bool IsDisc() const { return (type == EntryType::Disc); }
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};
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const char* GetEntryTypeName(EntryType type);
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const char* GetEntryTypeDisplayName(EntryType type);
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bool IsScannableFilename(const std::string_view& path);
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/// Populates a game list entry struct with information from the iso/elf.
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/// Do *not* call while the system is running, it will mess with CDVD state.
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bool PopulateEntryFromPath(const std::string& path, Entry* entry);
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// Game list access. It's the caller's responsibility to hold the lock while manipulating the entry in any way.
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std::unique_lock<std::recursive_mutex> GetLock();
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const Entry* GetEntryByIndex(u32 index);
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const Entry* GetEntryForPath(const char* path);
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const Entry* GetEntryBySerial(std::string_view serial);
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const Entry* GetEntryBySerialAndHash(std::string_view serial, u64 hash);
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std::vector<const Entry*> GetDiscSetMembers(std::string_view disc_set_name);
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u32 GetEntryCount();
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bool IsGameListLoaded();
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/// Populates the game list with files in the configured directories.
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/// If invalidate_cache is set, all files will be re-scanned.
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/// If only_cache is set, no new files will be scanned, only those present in the cache.
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void Refresh(bool invalidate_cache, bool only_cache = false, ProgressCallback* progress = nullptr);
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/// Add played time for the specified serial.
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void AddPlayedTimeForSerial(const std::string& serial, std::time_t last_time, std::time_t add_time);
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void ClearPlayedTimeForSerial(const std::string& serial);
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/// Returns the total time played for a game. Requires the game to be scanned in the list.
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std::time_t GetCachedPlayedTimeForSerial(const std::string& serial);
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/// Formats a timestamp to something human readable (e.g. Today, Yesterday, 10/11/12).
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TinyString FormatTimestamp(std::time_t timestamp);
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/// Formats a timespan to something human readable (e.g. 1h2m3s or 1 hour).
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TinyString FormatTimespan(std::time_t timespan, bool long_format = false);
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std::string GetCoverImagePathForEntry(const Entry* entry);
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std::string GetCoverImagePath(const std::string& path, const std::string& serial, const std::string& title);
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std::string GetNewCoverImagePathForEntry(const Entry* entry, const char* new_filename, bool use_serial);
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/// Returns a list of (title, entry) for entries matching serials. Titles will match the gamedb title,
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/// except when two files have the same serial, in which case the filename will be used instead.
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std::vector<std::pair<std::string, const Entry*>>
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GetMatchingEntriesForSerial(const std::span<const std::string> serials);
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/// Downloads covers using the specified URL templates. By default, covers are saved by title, but this can be changed
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/// with the use_serial parameter. save_callback optionall takes the entry and the path the new cover is saved to.
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bool DownloadCovers(const std::vector<std::string>& url_templates, bool use_serial = false,
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ProgressCallback* progress = nullptr,
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std::function<void(const Entry*, std::string)> save_callback = {});
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}; // namespace GameList
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namespace Host {
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/// Asynchronously starts refreshing the game list.
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void RefreshGameListAsync(bool invalidate_cache);
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/// Cancels game list refresh, if there is one in progress.
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void CancelGameListRefresh();
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} // namespace Host
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