mirror of
https://github.com/wiidev/usbloadergx.git
synced 2024-11-05 11:05:06 +01:00
76df2b26b6
*add loading of wii games / nand channels / emu nand channels in all combinations into one list *add button on main view for quick choice between the combinations of the three *add "Real Nand" or "Emulated Nand" text on the game window prompt when starting a channel *removed the need of a cIOS to launch the loader (if anyone uses it with IOS58 for whatever reason). The warning that a cIOS is needed is still present. *removed support for both usb ports at once on hermes cIOS. Each can still be used individually but only one at a time. This is done because of some bugs in the new ehci module which make some games unbootable. The ehcimodule is now reverted to the last working one. Need feedback if the games work fine again. *some preparations for the upcoming stealth mode feature of the d2x cIOS *isfs is now initiated once and deinitated when cleaning up only (instead of the whole init/deinit every single access) *removed choice for emulated nand channel modes. Emulated nand channels always need full emulation which is now always used on emu nand for channels. *removed unused settings for channels from the per game setting *changed default partition to 0 when starting with fresh settings (instead of -1 wtf?)
250 lines
5.1 KiB
C++
250 lines
5.1 KiB
C++
#include <vector>
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#include <ogcsys.h>
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#include <unistd.h>
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#include <time.h>
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#include "Controls/DeviceHandler.hpp"
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#include "usbloader/usbstorage2.h"
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#include "wbfs.h"
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#include "usbloader/wbfs/wbfs_base.h"
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#include "usbloader/wbfs/wbfs_wbfs.h"
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#include "usbloader/wbfs/wbfs_fat.h"
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#include "usbloader/wbfs/wbfs_ntfs.h"
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#include "usbloader/wbfs/wbfs_ext.h"
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#include "usbloader/GameList.h"
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#include "menu/menus.h"
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#include "gecko.h"
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#define VALID(x) (x >= 0 && x < (int) WbfsList.size() && WbfsList[x] != NULL)
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static std::vector<Wbfs *> WbfsList;
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wbfs_disc_t* WBFS_OpenDisc(u8 *discid)
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{
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if(!discid) return NULL;
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int part = gameList.GetPartitionNumber(discid);
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if(!VALID(part))
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return NULL;
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return WbfsList[part]->OpenDisc(discid);
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}
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void WBFS_CloseDisc(wbfs_disc_t *disc)
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{
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if(!disc) return;
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struct discHdr * header = (struct discHdr *) disc->header;
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int part_num = gameList.GetPartitionNumber(header->id);
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if(!VALID(part_num))
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return;
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WbfsList[part_num]->CloseDisc(disc);
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}
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s32 WBFS_Init(u32 device)
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{
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return Wbfs::Init(device);
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}
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s32 WBFS_ReInit(u32 device)
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{
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WBFS_CloseAll();
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s32 ret = -1;
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if(Settings.MultiplePartitions)
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ret = WBFS_OpenAll();
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else
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ret = WBFS_OpenPart(Settings.partition);
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return ret;
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}
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s32 WBFS_OpenAll()
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{
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int ret = -1;
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int partCount = DeviceHandler::GetUSBPartitionCount();
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for(int i = 0; i < partCount; ++i)
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{
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if(WBFS_OpenPart(i) == 0)
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ret = 0;
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}
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return ret;
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}
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s32 WBFS_OpenPart(int part_num)
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{
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PartitionHandle * usbHandle = DeviceHandler::Instance()->GetUSBHandleFromPartition(part_num);
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if(!usbHandle || part_num < 0 || part_num >= DeviceHandler::GetUSBPartitionCount())
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return -1;
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// close
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WBFS_Close(part_num);
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if(part_num >= (int) WbfsList.size())
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WbfsList.resize(part_num+1);
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int portPart = DeviceHandler::PartitionToPortPartition(part_num);
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int usbPort = DeviceHandler::PartitionToUSBPort(part_num);
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gprintf("\tWBFS_OpenPart: filesystem: %s, start sector %u, sector count: %u\n", usbHandle->GetFSName(portPart), usbHandle->GetLBAStart(portPart), usbHandle->GetSecCount(portPart));
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if (strncmp(usbHandle->GetFSName(portPart), "FAT", 3) == 0)
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{
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WbfsList[part_num] = new Wbfs_Fat(usbHandle->GetLBAStart(portPart), usbHandle->GetSecCount(portPart), part_num, usbPort);
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}
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else if (strncmp(usbHandle->GetFSName(portPart), "NTFS", 4) == 0)
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{
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WbfsList[part_num] = new Wbfs_Ntfs(usbHandle->GetLBAStart(portPart), usbHandle->GetSecCount(portPart), part_num, usbPort);
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}
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else if (strncmp(usbHandle->GetFSName(portPart), "LINUX", 5) == 0)
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{
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WbfsList[part_num] = new Wbfs_Ext(usbHandle->GetLBAStart(portPart), usbHandle->GetSecCount(portPart), part_num, usbPort);
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}
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else if (strncmp(usbHandle->GetFSName(portPart), "WBFS", 4) == 0)
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{
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WbfsList[part_num] = new Wbfs_Wbfs(usbHandle->GetLBAStart(portPart), usbHandle->GetSecCount(portPart), part_num, usbPort);
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}
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else
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{
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return -1;
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}
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if (WbfsList[part_num]->Open() != 0)
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{
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delete WbfsList[part_num];
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WbfsList[part_num] = NULL;
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return -1;
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}
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return 0;
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}
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bool WBFS_Close(int part_num)
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{
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if(!VALID(part_num))
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return false;
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delete WbfsList[part_num];
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WbfsList[part_num] = NULL;
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gameList.RemovePartition(part_num);
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return true;
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}
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void WBFS_CloseAll()
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{
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gameList.clear();
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for(u32 i = 0; i < WbfsList.size(); ++i)
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WBFS_Close(i);
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}
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s32 WBFS_Format(u32 lba, u32 size, u32 port)
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{
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Wbfs_Wbfs Part(WBFS_MIN_DEVICE, lba, size, port);
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return Part.Format();
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}
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s32 WBFS_GetCount(int part_num, u32 *count)
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{
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if(!VALID(part_num))
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return -1;
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int ret = WbfsList[part_num]->GetCount(count);
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return ret;
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}
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s32 WBFS_GetHeaders(int part_num, struct discHdr *outbuf, u32 cnt, u32 len)
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{
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if(!VALID(part_num))
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return -1;
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return WbfsList[part_num]->GetHeaders(outbuf, cnt, len);
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}
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s32 WBFS_CheckGame(u8 *discid)
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{
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int part_num = gameList.GetPartitionNumber(discid);
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if(!VALID(part_num))
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return 0;
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return WbfsList[part_num]->CheckGame(discid);
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}
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s32 WBFS_AddGame(void)
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{
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if(!VALID(Settings.partition))
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return -1;
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return WbfsList[Settings.partition]->AddGame();
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}
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s32 WBFS_RemoveGame(u8 *discid)
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{
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int part_num = gameList.GetPartitionNumber(discid);
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if(!VALID(part_num))
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return -1;
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return WbfsList[part_num]->RemoveGame(discid);
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}
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s32 WBFS_GameSize(u8 *discid, f32 *size)
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{
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int part_num = gameList.GetPartitionNumber(discid);
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if(!VALID(part_num))
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return -1;
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return WbfsList[part_num]->GameSize(discid, size);
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}
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s32 WBFS_DiskSpace(f32 *used, f32 *free)
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{
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if(!VALID(Settings.partition))
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return -1;
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return WbfsList[Settings.partition]->DiskSpace(used, free);
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}
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s32 WBFS_RenameGame(u8 *discid, const void *newname)
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{
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int part_num = gameList.GetPartitionNumber(discid);
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if(!VALID(part_num))
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return -1;
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return WbfsList[part_num]->RenameGame(discid, newname);
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}
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s32 WBFS_ReIDGame(u8 *discid, const void *newID)
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{
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int part_num = gameList.GetPartitionNumber(discid);
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if(!VALID(part_num))
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return -1;
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return WbfsList[part_num]->ReIDGame(discid, newID);
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}
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u64 WBFS_EstimeGameSize(void)
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{
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if(!VALID(Settings.partition))
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return 0;
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return WbfsList[Settings.partition]->EstimateGameSize();
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}
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int WBFS_GetFragList(u8 *id)
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{
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int part_num = gameList.GetPartitionNumber(id);
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if(!VALID(part_num))
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return -1;
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return WbfsList[part_num]->GetFragList(id);
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}
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