Misc: Normalize code vs serial usage

This commit is contained in:
Connor McLaughlin
2022-10-05 18:29:08 +10:00
parent 4c3a5dd4d7
commit 10f98106dd
24 changed files with 165 additions and 162 deletions

View File

@ -536,7 +536,7 @@ void CommonHost::UpdateDiscordPresence(bool rich_presence_only)
if (!System::IsShutdown())
{
details_string.AppendFormattedString("%s (%s)", System::GetRunningTitle().c_str(),
System::GetRunningCode().c_str());
System::GetRunningSerial().c_str());
}
else
{
@ -600,7 +600,7 @@ static void HotkeyLoadStateSlot(bool global, s32 slot)
if (!System::IsValid())
return;
if (!global && System::GetRunningCode().empty())
if (!global && System::GetRunningSerial().empty())
{
Host::AddKeyedOSDMessage("LoadState", TRANSLATABLE("OSDMessage", "Cannot load state for game without serial."),
5.0f);
@ -608,7 +608,7 @@ static void HotkeyLoadStateSlot(bool global, s32 slot)
}
std::string path(global ? System::GetGlobalSaveStateFileName(slot) :
System::GetGameSaveStateFileName(System::GetRunningCode(), slot));
System::GetGameSaveStateFileName(System::GetRunningSerial(), slot));
if (!FileSystem::FileExists(path.c_str()))
{
Host::AddKeyedOSDMessage("LoadState",
@ -624,7 +624,7 @@ static void HotkeySaveStateSlot(bool global, s32 slot)
if (!System::IsValid())
return;
if (!global && System::GetRunningCode().empty())
if (!global && System::GetRunningSerial().empty())
{
Host::AddKeyedOSDMessage("LoadState", TRANSLATABLE("OSDMessage", "Cannot save state for game without serial."),
5.0f);
@ -632,7 +632,7 @@ static void HotkeySaveStateSlot(bool global, s32 slot)
}
std::string path(global ? System::GetGlobalSaveStateFileName(slot) :
System::GetGameSaveStateFileName(System::GetRunningCode(), slot));
System::GetGameSaveStateFileName(System::GetRunningSerial(), slot));
System::SaveState(path.c_str(), g_settings.create_save_state_backups);
}

View File

@ -625,7 +625,7 @@ void FullscreenUI::OnRunningGameChanged()
return;
const std::string& path = System::GetRunningPath();
const std::string& serial = System::GetRunningCode();
const std::string& serial = System::GetRunningSerial();
if (!serial.empty())
s_current_game_subtitle = fmt::format("{0} - {1}", serial, Path::GetFileName(path));
else
@ -2006,14 +2006,14 @@ void FullscreenUI::SwitchToGameSettingsForSerial(const std::string_view& serial)
void FullscreenUI::SwitchToGameSettings()
{
if (System::GetRunningCode().empty())
if (System::GetRunningSerial().empty())
return;
auto lock = GameList::GetLock();
const GameList::Entry* entry = GameList::GetEntryForPath(System::GetRunningPath().c_str());
if (!entry)
{
SwitchToGameSettingsForSerial(System::GetRunningCode());
SwitchToGameSettingsForSerial(System::GetRunningSerial());
return;
}
@ -3833,11 +3833,11 @@ void FullscreenUI::DrawPauseMenu(MainWindowType type)
// title info
{
const std::string& title = System::GetRunningTitle();
const std::string& code = System::GetRunningCode();
const std::string& serial = System::GetRunningSerial();
SmallString subtitle;
if (!code.empty())
subtitle.Format("%s - ", code.c_str());
if (!serial.empty())
subtitle.Format("%s - ", serial.c_str());
subtitle.AppendString(Path::GetFileName(System::GetRunningPath()));
const ImVec2 title_size(
@ -3909,7 +3909,7 @@ void FullscreenUI::DrawPauseMenu(MainWindowType type)
case PauseSubMenu::None:
{
// NOTE: Menu close must come first, because otherwise VM destruction options will race.
const bool has_game = System::IsValid() && !System::GetRunningCode().empty();
const bool has_game = System::IsValid() && !System::GetRunningSerial().empty();
if (ActiveButton(ICON_FA_PLAY " Resume Game", false) || WantsToCloseMenu())
ClosePauseMenu();
@ -3933,7 +3933,7 @@ void FullscreenUI::DrawPauseMenu(MainWindowType type)
}
if (ActiveButton(ICON_FA_FROWN_OPEN " Cheat List", false,
!System::GetRunningCode().empty() && !Achievements::ChallengeModeActive()))
!System::GetRunningSerial().empty() && !Achievements::ChallengeModeActive()))
{
s_current_main_window = MainWindowType::None;
DoCheatsMenu();
@ -4070,7 +4070,7 @@ bool FullscreenUI::InitializeSaveStateListEntry(SaveStateListEntry* li, const st
li->title = StringUtil::StdStringFromFormat("%s Slot %d##game_slot_%d", ssi->title.c_str(), slot, slot);
}
li->summary = fmt::format("{} - Saved {:%c}", ssi->game_code.c_str(), fmt::localtime(ssi->timestamp));
li->summary = fmt::format("{} - Saved {:%c}", ssi->serial.c_str(), fmt::localtime(ssi->timestamp));
li->timestamp = ssi->timestamp;
li->slot = slot;
li->path = std::move(filename);
@ -4171,7 +4171,7 @@ bool FullscreenUI::OpenSaveStateSelector(bool is_loading)
s_save_state_selector_game_path = {};
s_save_state_selector_loading = is_loading;
s_save_state_selector_resuming = false;
if (PopulateSaveStateListEntries(System::GetRunningTitle().c_str(), System::GetRunningCode().c_str()) > 0)
if (PopulateSaveStateListEntries(System::GetRunningTitle().c_str(), System::GetRunningSerial().c_str()) > 0)
{
s_save_state_selector_open = true;
return true;
@ -4435,7 +4435,7 @@ void FullscreenUI::DoSaveState(s32 slot, bool global)
return;
std::string filename(global ? System::GetGlobalSaveStateFileName(slot) :
System::GetGameSaveStateFileName(System::GetRunningCode(), slot));
System::GetGameSaveStateFileName(System::GetRunningSerial(), slot));
System::SaveState(filename.c_str(), g_settings.create_save_state_backups);
});
}

View File

@ -197,7 +197,7 @@ bool GameList::GetDiscListEntry(const std::string& path, Entry* entry)
const std::string display_name(FileSystem::GetDisplayNameFromPath(path));
// no game code, so use the filename title
entry->serial = System::GetGameCodeForImage(cdi.get(), true);
entry->serial = System::GetGameIdFromImage(cdi.get(), true);
entry->title = Path::GetFileTitle(display_name);
entry->compatibility = GameDatabase::CompatibilityRating::Unknown;
entry->release_date = 0;
@ -211,7 +211,7 @@ bool GameList::GetDiscListEntry(const std::string& path, Entry* entry)
// region detection
entry->region = System::GetRegionFromSystemArea(cdi.get());
if (entry->region == DiscRegion::Other)
entry->region = System::GetRegionForCode(entry->serial);
entry->region = System::GetRegionForSerial(entry->serial);
if (cdi->HasSubImages())
{

View File

@ -162,7 +162,8 @@ void ImGuiManager::DrawPerformanceOverlay()
DRAW_LINE(fixed_font, text, IM_COL32(255, 255, 255, 255));
text.Clear();
if (g_settings.cpu_overclock_active || (!g_settings.IsUsingRecompiler() || g_settings.cpu_recompiler_icache || g_settings.cpu_recompiler_memory_exceptions))
if (g_settings.cpu_overclock_active || (!g_settings.IsUsingRecompiler() || g_settings.cpu_recompiler_icache ||
g_settings.cpu_recompiler_memory_exceptions))
{
first = true;
text.AppendString("CPU[");
@ -251,7 +252,8 @@ void ImGuiManager::DrawPerformanceOverlay()
void ImGuiManager::DrawEnhancementsOverlay()
{
LargeString text;
text.AppendFmtString("{} {}", Settings::GetConsoleRegionName(System::GetRegion()), Settings::GetRendererName(g_gpu->GetRendererType()));
text.AppendFmtString("{} {}", Settings::GetConsoleRegionName(System::GetRegion()),
Settings::GetRendererName(g_gpu->GetRendererType()));
if (g_settings.rewind_enable)
text.AppendFormattedString(" RW=%g/%u", g_settings.rewind_save_frequency, g_settings.rewind_save_slots);
@ -407,7 +409,7 @@ namespace SaveStateSelectorUI {
struct ListEntry
{
std::string path;
std::string game_code;
std::string serial;
std::string title;
std::string formatted_timestamp;
std::unique_ptr<GPUTexture> preview_texture;
@ -462,11 +464,11 @@ void SaveStateSelectorUI::RefreshList()
if (System::IsShutdown())
return;
if (!System::GetRunningCode().empty())
if (!System::GetRunningSerial().empty())
{
for (s32 i = 1; i <= System::PER_GAME_SAVE_STATE_SLOTS; i++)
{
std::string path(System::GetGameSaveStateFileName(System::GetRunningCode(), i));
std::string path(System::GetGameSaveStateFileName(System::GetRunningSerial(), i));
std::optional<ExtendedSaveStateInfo> ssi = System::GetExtendedSaveStateInfo(path.c_str());
ListEntry li;
@ -551,7 +553,7 @@ void SaveStateSelectorUI::InitializeListEntry(ListEntry* li, ExtendedSaveStateIn
bool global)
{
li->title = std::move(ssi->title);
li->game_code = std::move(ssi->game_code);
li->serial = std::move(ssi->serial);
li->path = std::move(path);
li->formatted_timestamp = fmt::format("{:%c}", fmt::localtime(ssi->timestamp));
li->slot = slot;
@ -564,9 +566,9 @@ void SaveStateSelectorUI::InitializeListEntry(ListEntry* li, ExtendedSaveStateIn
{
if (ssi && !ssi->screenshot_data.empty())
{
li->preview_texture = g_host_display->CreateTexture(ssi->screenshot_width, ssi->screenshot_height, 1, 1, 1,
GPUTexture::Format::RGBA8, ssi->screenshot_data.data(),
sizeof(u32) * ssi->screenshot_width, false);
li->preview_texture =
g_host_display->CreateTexture(ssi->screenshot_width, ssi->screenshot_height, 1, 1, 1, GPUTexture::Format::RGBA8,
ssi->screenshot_data.data(), sizeof(u32) * ssi->screenshot_width, false);
}
else
{
@ -583,7 +585,7 @@ void SaveStateSelectorUI::InitializeListEntry(ListEntry* li, ExtendedSaveStateIn
void SaveStateSelectorUI::InitializePlaceholderListEntry(ListEntry* li, std::string path, s32 slot, bool global)
{
li->title = Host::TranslateStdString("SaveStateSelectorUI", "No Save State");
std::string().swap(li->game_code);
std::string().swap(li->serial);
li->path = std::move(path);
std::string().swap(li->formatted_timestamp);
li->slot = slot;
@ -591,9 +593,9 @@ void SaveStateSelectorUI::InitializePlaceholderListEntry(ListEntry* li, std::str
if (g_host_display)
{
li->preview_texture = g_host_display->CreateTexture(PLACEHOLDER_ICON_WIDTH, PLACEHOLDER_ICON_HEIGHT, 1, 1, 1,
GPUTexture::Format::RGBA8, PLACEHOLDER_ICON_DATA,
sizeof(u32) * PLACEHOLDER_ICON_WIDTH, false);
li->preview_texture =
g_host_display->CreateTexture(PLACEHOLDER_ICON_WIDTH, PLACEHOLDER_ICON_HEIGHT, 1, 1, 1, GPUTexture::Format::RGBA8,
PLACEHOLDER_ICON_DATA, sizeof(u32) * PLACEHOLDER_ICON_WIDTH, false);
if (!li->preview_texture)
Log_ErrorPrintf("Failed to upload save state image to GPU");
}
@ -657,13 +659,13 @@ void SaveStateSelectorUI::Draw()
{
ImGui::Text(Host::TranslateString("SaveStateSelectorUI", "Global Slot %d"), entry.slot);
}
else if (entry.game_code.empty())
else if (entry.serial.empty())
{
ImGui::Text(Host::TranslateString("SaveStateSelectorUI", "Game Slot %d"), entry.slot);
}
else
{
ImGui::Text(Host::TranslateString("SaveStateSelectorUI", "%s Slot %d"), entry.game_code.c_str(), entry.slot);
ImGui::Text(Host::TranslateString("SaveStateSelectorUI", "%s Slot %d"), entry.serial.c_str(), entry.slot);
}
ImGui::TextUnformatted(entry.title.c_str());
ImGui::TextUnformatted(entry.formatted_timestamp.c_str());