Duckstation/src/frontend-common/game_list.h
2022-09-17 15:56:05 +10:00

94 lines
3 KiB
C++

#pragma once
#include "core/game_database.h"
#include "core/types.h"
#include "util/cd_image.h"
#include <ctime>
#include <functional>
#include <mutex>
#include <string>
class ByteStream;
class ProgressCallback;
struct SystemBootParameters;
namespace GameList {
enum class EntryType
{
Disc,
PSExe,
Playlist,
PSF,
Count
};
struct Entry
{
EntryType type = EntryType::Disc;
DiscRegion region = DiscRegion::Other;
std::string path;
std::string serial;
std::string title;
std::string genre;
std::string publisher;
std::string developer;
u64 total_size = 0;
std::time_t last_modified_time = 0;
u64 release_date = 0;
u32 supported_controllers = ~static_cast<u32>(0);
u8 min_players = 1;
u8 max_players = 1;
u8 min_blocks = 0;
u8 max_blocks = 0;
GameDatabase::CompatibilityRating compatibility = GameDatabase::CompatibilityRating::Unknown;
size_t GetReleaseDateString(char* buffer, size_t buffer_size) const;
ALWAYS_INLINE bool IsDisc() const { return (type == EntryType::Disc); }
};
const char* GetEntryTypeName(EntryType type);
const char* GetEntryTypeDisplayName(EntryType type);
bool IsScannableFilename(const std::string_view& path);
/// Populates a game list entry struct with information from the iso/elf.
/// Do *not* call while the system is running, it will mess with CDVD state.
bool PopulateEntryFromPath(const std::string& path, Entry* entry);
// Game list access. It's the caller's responsibility to hold the lock while manipulating the entry in any way.
std::unique_lock<std::recursive_mutex> GetLock();
const Entry* GetEntryByIndex(u32 index);
const Entry* GetEntryForPath(const char* path);
const Entry* GetEntryBySerial(const std::string_view& serial);
u32 GetEntryCount();
bool IsGameListLoaded();
/// Populates the game list with files in the configured directories.
/// If invalidate_cache is set, all files will be re-scanned.
/// If only_cache is set, no new files will be scanned, only those present in the cache.
void Refresh(bool invalidate_cache, bool only_cache = false, ProgressCallback* progress = nullptr);
std::string GetCoverImagePathForEntry(const Entry* entry);
std::string GetCoverImagePath(const std::string& path, const std::string& serial, const std::string& title);
std::string GetNewCoverImagePathForEntry(const Entry* entry, const char* new_filename, bool use_serial);
/// Downloads covers using the specified URL templates. By default, covers are saved by title, but this can be changed
/// with the use_serial parameter. save_callback optionall takes the entry and the path the new cover is saved to.
bool DownloadCovers(const std::vector<std::string>& url_templates, bool use_serial = false,
ProgressCallback* progress = nullptr,
std::function<void(const Entry*, std::string)> save_callback = {});
}; // namespace GameList
namespace Host {
/// Asynchronously starts refreshing the game list.
void RefreshGameListAsync(bool invalidate_cache);
/// Cancels game list refresh, if there is one in progress.
void CancelGameListRefresh();
} // namespace Host