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);
		}
	}
}
// 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;
}
	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;
	}
Exemple #4
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// This routine loads patches from the game database
// Returns number of patches loaded
int InitPatches(const wxString& crc, const Game_Data& game)
{
	bool patchFound = false;
	wxString patch;
	patchnumber = 0;

	if (game.IsOk())
	{
		if (game.sectionExists(L"patches", crc)) {
			patch = game.getSection(L"patches", crc);
			patchFound = true;
		}
		else if (game.keyExists(L"[patches]")) {
			patch = game.getString(L"[patches]");
			patchFound = true;
		}
	}
	
	if (patchFound) TrimPatches(patch);
	
	return patchnumber;
}
Exemple #5
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static void _ApplySettings( const Pcsx2Config& src, Pcsx2Config& fixup )
{
	Threading::ScopedLock lock(mtx__ApplySettings);
	// 'fixup' is the EmuConfig we're going to upload to the emulator, which very well may
	// differ from the user-configured EmuConfig settings.  So we make a copy here and then
	// we apply the commandline overrides and database gamefixes, and then upload 'fixup'
	// to the global EmuConfig.
	//
	// Note: It's important that we apply the commandline overrides *before* database fixes.
	// The database takes precedence (if enabled).

	fixup = src;

	const CommandlineOverrides& overrides( wxGetApp().Overrides );
	if( overrides.DisableSpeedhacks || !g_Conf->EnableSpeedHacks )
		fixup.Speedhacks.DisableAll();

	if( overrides.ApplyCustomGamefixes )
	{
		for (GamefixId id=GamefixId_FIRST; id < pxEnumEnd; ++id)
			fixup.Gamefixes.Set( id, overrides.Gamefixes.Get(id) );
	}
	else if( !g_Conf->EnableGameFixes )
		fixup.Gamefixes.DisableAll();

	if( overrides.ProfilingMode )
	{
		fixup.GS.FrameLimitEnable = false;
		fixup.GS.VsyncEnable = false;
	}

	wxString gameCRC;
	wxString gameSerial;
	wxString gamePatch;
	wxString gameFixes;
	wxString gameCheats;
	wxString gameWsHacks;

	wxString gameName;
	wxString gameCompat;
	wxString gameMemCardFilter;

	// The CRC can be known before the game actually starts (at the bios), so when
	// we have the CRC but we're still at the bios and the settings are changed
	// (e.g. the user presses TAB to speed up emulation), we don't want to apply the
	// settings as if the game is already running (title, loadeding patches, etc).
	bool ingame = (ElfCRC && (g_GameLoading || g_GameStarted));
	if (ingame)
		gameCRC.Printf( L"%8.8x", ElfCRC );
	if (ingame && !DiscSerial.IsEmpty()) gameSerial = L" [" + DiscSerial + L"]";

	const wxString newGameKey(ingame ? SysGetDiscID() : SysGetBiosDiscID());
	const bool verbose( newGameKey != curGameKey && ingame );
	//Console.WriteLn(L"------> patches verbose: %d   prev: '%s'   new: '%s'", (int)verbose, WX_STR(curGameKey), WX_STR(newGameKey));
	SetupPatchesCon(verbose);

	curGameKey = newGameKey;

	ForgetLoadedPatches();

	if (!curGameKey.IsEmpty())
	{
		if (IGameDatabase* GameDB = AppHost_GetGameDatabase() )
		{
			Game_Data game;
			if (GameDB->findGame(game, curGameKey))
			{
				int compat = game.getInt("Compat");
				gameName   = game.getString("Name");
				gameName  += L" (" + game.getString("Region") + L")";
				gameCompat = L" [Status = "+compatToStringWX(compat)+L"]";
				gameMemCardFilter = game.getString("MemCardFilter");
			}

			if (fixup.EnablePatches)
			{
				if (int patches = LoadPatchesFromGamesDB(gameCRC, game))
				{
					gamePatch.Printf(L" [%d Patches]", patches);
					PatchesCon->WriteLn(Color_Green, "(GameDB) Patches Loaded: %d", patches);
				}
				if (int fixes = loadGameSettings(fixup, game))
					gameFixes.Printf(L" [%d Fixes]", fixes);
			}
		}
	}

	if (!gameMemCardFilter.IsEmpty())
		sioSetGameSerial(gameMemCardFilter);
	else
		sioSetGameSerial(curGameKey);

	if (gameName.IsEmpty() && gameSerial.IsEmpty() && gameCRC.IsEmpty())
	{
		// if all these conditions are met, it should mean that we're currently running BIOS code.
		// Chances are the BiosChecksum value is still zero or out of date, however -- because
		// the BIos isn't loaded until after initial calls to ApplySettings.

		gameName = L"Booting PS2 BIOS... ";
	}

	//Till the end of this function, entry CRC will be 00000000
	if (!gameCRC.Length())
	{
		Console.WriteLn(Color_Gray, "Patches: No CRC found, using 00000000 instead.");
		gameCRC = L"00000000";
	}

	// regular cheat patches
	if (fixup.EnableCheats)
		gameCheats.Printf(L" [%d Cheats]", LoadPatchesFromDir(gameCRC, GetCheatsFolder(), L"Cheats"));

	// wide screen patches
	if (fixup.EnableWideScreenPatches)
	{
		if (int numberLoadedWideScreenPatches = LoadPatchesFromDir(gameCRC, GetCheatsWsFolder(), L"Widescreen hacks"))
		{
			gameWsHacks.Printf(L" [%d widescreen hacks]", numberLoadedWideScreenPatches);
			Console.WriteLn(Color_Gray, "Found widescreen patches in the cheats_ws folder --> skipping cheats_ws.zip");
		}
		else
		{
			// No ws cheat files found at the cheats_ws folder, try the ws cheats zip file.
			wxString cheats_ws_archive = Path::Combine(PathDefs::GetProgramDataDir(), wxFileName(L"cheats_ws.zip"));
			int numberDbfCheatsLoaded = LoadPatchesFromZip(gameCRC, cheats_ws_archive);
			PatchesCon->WriteLn(Color_Green, "(Wide Screen Cheats DB) Patches Loaded: %d", numberDbfCheatsLoaded);
			gameWsHacks.Printf(L" [%d widescreen hacks]", numberDbfCheatsLoaded);
		}
	}

	wxString consoleTitle = gameName + gameSerial;
	consoleTitle += L" [" + gameCRC.MakeUpper() + L"]" + gameCompat + gameFixes + gamePatch + gameCheats + gameWsHacks;
	if (ingame)
		Console.SetTitle(consoleTitle);
	// When we're booting, the bios loader will set a a title which would be more interesting than this
	// to most users - with region, version, etc, so don't overwrite it with patch info. That's OK. Those
	// users which want to know the status of the patches at the bios can check the console content.
}
void AppCoreThread::ApplySettings( const Pcsx2Config& src )
{
	// Used to track the current game serial/id, and used to disable verbose logging of
	// applied patches if the game info hasn't changed.  (avoids spam when suspending/resuming
	// or using TAB or other things).
	static wxString curGameKey;

	// 'fixup' is the EmuConfig we're going to upload to the emulator, which very well may
	// differ from the user-configured EmuConfig settings.  So we make a copy here and then
	// we apply the commandline overrides and database gamefixes, and then upload 'fixup'
	// to the global EmuConfig.
	//
	// Note: It's important that we apply the commandline overrides *before* database fixes.
	// The database takes precedence (if enabled).

	Pcsx2Config fixup( src );

	const CommandlineOverrides& overrides( wxGetApp().Overrides );
	if( overrides.DisableSpeedhacks || !g_Conf->EnableSpeedHacks )
		fixup.Speedhacks.DisableAll();

	if( overrides.ApplyCustomGamefixes )
	{
		for (GamefixId id=GamefixId_FIRST; id < pxEnumEnd; ++id)
			fixup.Gamefixes.Set( id, overrides.Gamefixes.Get(id) );
	}
	else if( !g_Conf->EnableGameFixes )
		fixup.Gamefixes.DisableAll();

	wxString gameCRC;
	wxString gameSerial;
	wxString gamePatch;
	wxString gameFixes;
	wxString gameCheats;
	wxString gameWsHacks;

	wxString gameName;
	wxString gameCompat;

	int numberLoadedCheats;
	int numberLoadedWideScreenPatches;
	int numberDbfCheatsLoaded;

	if (ElfCRC) gameCRC.Printf( L"%8.8x", ElfCRC );
	if (!DiscSerial.IsEmpty()) gameSerial = L" [" + DiscSerial  + L"]";

	const wxString newGameKey( SysGetDiscID() );
	const bool verbose( newGameKey != curGameKey );
	curGameKey = newGameKey;

	if (!curGameKey.IsEmpty())
	{
		if (IGameDatabase* GameDB = AppHost_GetGameDatabase() )
		{
			Game_Data game;
			if (GameDB->findGame(game, curGameKey)) {
				int compat = game.getInt("Compat");
				gameName   = game.getString("Name");
				gameName  += L" (" + game.getString("Region") + L")";
				gameCompat = L" [Status = "+compatToStringWX(compat)+L"]";
			}

			if (EmuConfig.EnablePatches) {
				if (int patches = InitPatches(gameCRC, game)) {
					gamePatch.Printf(L" [%d Patches]", patches);
					if (verbose) Console.WriteLn(Color_Green, "(GameDB) Patches Loaded: %d", patches);
				}
				if (int fixes = loadGameSettings(fixup, game, verbose)) {
					gameFixes.Printf(L" [%d Fixes]", fixes);
				}
			}
		}
	}

	if (gameName.IsEmpty() && gameSerial.IsEmpty() && gameCRC.IsEmpty())
	{
		// if all these conditions are met, it should mean that we're currently running BIOS code.
		// Chances are the BiosChecksum value is still zero or out of date, however -- because
		// the BIos isn't loaded until after initial calls to ApplySettings.

		gameName = L"Booting PS2 BIOS... ";
	}

	ResetCheatsCount();

	//Till the end of this function, entry CRC will be 00000000
	if (!gameCRC.Length()) {
		if (EmuConfig.EnableWideScreenPatches || EmuConfig.EnableCheats) {
			Console.WriteLn(Color_Gray, "Patches: No CRC, using 00000000 instead.");
		}
		gameCRC = L"00000000";
	}

	// regular cheat patches
	if (EmuConfig.EnableCheats) {
		if (numberLoadedCheats = LoadCheats(gameCRC, GetCheatsFolder(), L"Cheats")) {
			gameCheats.Printf(L" [%d Cheats]", numberLoadedCheats);
		}
	}

	// wide screen patches
	if (EmuConfig.EnableWideScreenPatches) {
		if (numberLoadedWideScreenPatches = LoadCheats(gameCRC, GetCheatsWsFolder(), L"Widescreen hacks")) {
			gameWsHacks.Printf(L" [%d widescreen hacks]", numberLoadedWideScreenPatches);
		}
		else {
			// No ws cheat files found at the cheats_ws folder, try the ws cheats zip file.
			wxString cheats_ws_archive = Path::Combine(PathDefs::GetProgramDataDir(), wxFileName(L"cheats_ws.zip"));

			if (numberDbfCheatsLoaded = LoadCheatsFromZip(gameCRC, cheats_ws_archive)) {
				Console.WriteLn(Color_Green, "(Wide Screen Cheats DB) Patches Loaded: %d", numberDbfCheatsLoaded);
				gameWsHacks.Printf(L" [%d widescreen hacks]", numberDbfCheatsLoaded);
			}
		}
	}

	wxString consoleTitle = gameName + gameSerial;
	if (!gameSerial.IsEmpty()) {
		consoleTitle += L" [" + gameCRC.MakeUpper() + L"]";
	}
	consoleTitle += gameCompat + gameFixes + gamePatch + gameCheats + gameWsHacks;

	Console.SetTitle(consoleTitle);

	// Re-entry guard protects against cases where code wants to manually set core settings
	// which are not part of g_Conf.  The subsequent call to apply g_Conf settings (which is
	// usually the desired behavior) will be ignored.

	static int localc = 0;
	RecursionGuard guard( localc );
	if( guard.IsReentrant() ) return;
	if( fixup == EmuConfig ) return;

	if( m_ExecMode >= ExecMode_Opened )
	{
		ScopedCoreThreadPause paused_core;
		_parent::ApplySettings( fixup );
		paused_core.AllowResume();
	}
	else
	{
		_parent::ApplySettings( fixup );
	}
}
	int _doCompare( const Game_Data& g1, const Game_Data& g2 )
	{
		return g1.getString("Region").CmpNoCase( g2.getString("Region") );
	}
	int _doCompare( const Game_Data& g1, const Game_Data& g2 )
	{
		return g1.getString("Name").Cmp( g2.getString("Name") );
	}