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ff38362216
All we're really doing is iterating over a sequence of strings, so we don't need to tie this specifically to std::vector.
71 lines
1.9 KiB
C++
71 lines
1.9 KiB
C++
// Copyright 2017 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <atomic>
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#include <cstddef>
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#include <functional>
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#include <memory>
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#include <span>
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#include <string>
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#include <vector>
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#include "Common/CommonTypes.h"
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class PointerWrap;
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namespace UICommon
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{
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class GameFile;
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std::vector<std::string> FindAllGamePaths(const std::vector<std::string>& directories_to_scan,
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bool recursive_scan);
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class GameFileCache
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{
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public:
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enum class DeleteOnDisk
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{
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No = 0,
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Yes = 1,
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};
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using ForEachFn = std::function<void(const std::shared_ptr<const GameFile>&)>;
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using GameAddedToCacheFn = std::function<void(const std::shared_ptr<const GameFile>&)>;
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using GameRemovedFromCacheFn = std::function<void(const std::string&)>;
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using GameUpdatedFn = std::function<void(const std::shared_ptr<const GameFile>&)>;
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GameFileCache();
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void ForEach(const ForEachFn& f) const;
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size_t GetSize() const;
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void Clear(DeleteOnDisk delete_on_disk);
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// Returns nullptr if the file is invalid.
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std::shared_ptr<const GameFile> AddOrGet(const std::string& path, bool* cache_changed);
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// These functions return true if the call modified the cache.
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bool Update(std::span<const std::string> all_game_paths,
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const GameAddedToCacheFn& game_added_to_cache = {},
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const GameRemovedFromCacheFn& game_removed_from_cache = {},
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const std::atomic_bool& processing_halted = false);
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bool UpdateAdditionalMetadata(const GameUpdatedFn& game_updated = {},
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const std::atomic_bool& processing_halted = false);
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bool Load();
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bool Save();
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private:
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bool UpdateAdditionalMetadata(std::shared_ptr<GameFile>* game_file);
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bool SyncCacheFile(bool save);
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void DoState(PointerWrap* p, u64 size = 0);
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std::string m_path;
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std::vector<std::shared_ptr<GameFile>> m_cached_files;
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};
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} // namespace UICommon
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