// 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/. #include #include #include "base/timeutil.h" #include "base/stringutil.h" #include "image/png_load.h" #include "GameInfoCache.h" #include "Core/FileSystems/ISOFileSystem.h" #include "Core/FileSystems/DirectoryFileSystem.h" GameInfoCache g_gameInfoCache; GameInfoCache::~GameInfoCache() { for (auto iter = info_.begin(); iter != info_.end(); iter++) { delete iter->second; } } static bool ReadFileToString(IFileSystem *fs, const char *filename, std::string *contents) { PSPFileInfo info = fs->GetFileInfo(filename); if (!info.exists) { contents->clear(); return false; } int handle = fs->OpenFile(filename, FILEACCESS_READ); if (!handle) { contents->clear(); return false; } contents->resize(info.size); fs->ReadFile(handle, (u8 *)contents->data(), info.size); fs->CloseFile(handle); return true; } void GameInfoCache::Save() { // TODO } void GameInfoCache::Load() { // TODO } void GameInfoCache::Decimate() { // TODO } void GameInfoCache::FlushBGs() { for (auto iter = info_.begin(); iter != info_.end(); iter++) { lock_guard lock(iter->second->lock); if (!iter->second->pic0TextureData.empty()) { iter->second->pic0TextureData.clear(); } if (iter->second->pic0Texture) { delete iter->second->pic0Texture; iter->second->pic0Texture = 0; } if (!iter->second->pic1TextureData.empty()) { iter->second->pic1TextureData.clear(); } if (iter->second->pic1Texture) { delete iter->second->pic1Texture; iter->second->pic1Texture = 0; } } } // This may run off-main-thread and we thus can't use the global // pspFileSystem (well, we could with synchronization but there might not // even be a game running). GameInfo *GameInfoCache::GetInfo(const std::string &gamePath, bool wantBG) { auto iter = info_.find(gamePath); if (iter != info_.end()) { GameInfo *info = iter->second; if (!info->wantBG && wantBG) { // Need to start over. delete info; goto again; } if (info->iconTextureData.size()) { info->iconTexture = new Texture(); // TODO: We could actually do the PNG decoding as well on the async thread. // We'd have to split up Texture->LoadPNG though, creating some intermediate Image class maybe. if (info->iconTexture->LoadPNG((const u8 *)info->iconTextureData.data(), info->iconTextureData.size(), false)) { info->timeIconWasLoaded = time_now_d(); } info->iconTextureData.clear(); } if (info->pic0TextureData.size()) { info->pic0Texture = new Texture(); if (info->pic0Texture->LoadPNG((const u8 *)info->pic0TextureData.data(), info->pic0TextureData.size(), false)) { info->timePic0WasLoaded = time_now_d(); } info->pic0TextureData.clear(); } if (info->pic1TextureData.size()) { info->pic1Texture = new Texture(); if (info->pic1Texture->LoadPNG((const u8 *)info->pic1TextureData.data(), info->pic1TextureData.size(), false)) { info->timePic1WasLoaded = time_now_d(); } info->pic1TextureData.clear(); } iter->second->lastAccessedTime = time_now_d(); return iter->second; } again: // return info; // TODO: Everything below here should be asynchronous and run on a thread, // filling in the info as it goes. // A game can be either an UMD or a directory under ms0:/PSP/GAME . if (startsWith(gamePath, "ms0:/PSP/GAME")) { return 0; // TODO: The case of these extensions is not perfect. } else if (endsWith(gamePath, ".PBP") || endsWith(gamePath, ".elf")) { return 0; } else { SequentialHandleAllocator handles; // Let's assume it's an ISO. // TODO: This will currently read in the whole directory tree. Not really necessary for just a // few files. BlockDevice *bd = constructBlockDevice(gamePath.c_str()); if (!bd) return 0; // nothing to do here.. ISOFileSystem umd(&handles, bd, "/PSP_GAME"); GameInfo *info = new GameInfo(); info->wantBG = wantBG; // Alright, let's fetch the PARAM.SFO. std::string paramSFOcontents; if (ReadFileToString(&umd, "/PSP_GAME/PARAM.SFO", ¶mSFOcontents)) { lock_guard lock(info->lock); info->paramSFO.ReadSFO((const u8 *)paramSFOcontents.data(), paramSFOcontents.size()); info->title = info->paramSFO.GetValueString("TITLE"); } ReadFileToString(&umd, "/PSP_GAME/ICON0.PNG", &info->iconTextureData); if (wantBG) { { lock_guard lock(info->lock); ReadFileToString(&umd, "/PSP_GAME/PIC0.PNG", &info->pic0TextureData); } { lock_guard lock(info->lock); ReadFileToString(&umd, "/PSP_GAME/PIC1.PNG", &info->pic1TextureData); } } info_[gamePath] = info; return info; } return 0; }