mirror of
https://github.com/wiidev/usbloadergx.git
synced 2024-11-18 09:19:17 +01:00
7bccfd2b17
*Removed the console loading screen (no more console at all) *Complete rework of device handle. You need to reset all your custom paths for this rev. *Support for writing images/settings/... on any writable partition (FAT/NTFS/EXT). (Theoretically you can run the loader from NTFS only without the need of any other partition or SD if run from new forwarder channel, for example) *Support for Primary/Logical partitions and GUID Partition Table (GPT) Forwarder Channel in last revision was not using IOS58 (not sure about AHBPROT) Here a corrected version (thx to Cyan): http://www.mediafire.com/?a9y3ywqcm4v3lz3
57 lines
1.5 KiB
C++
57 lines
1.5 KiB
C++
#ifndef _H
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#define _H
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#include "libs/libwbfs/libwbfs.h"
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#include "usbloader/utils.h"
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#include "usbloader/frag.h"
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#define CACHE_SIZE 32
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#define CACHED_SECTORS 64
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class Wbfs
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{
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public:
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Wbfs(u32, u32, u32);
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void GetProgressValue(s32 * d, s32 * m);
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static s32 Init(u32);
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s32 CheckGame(u8 *);
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s32 GameSize(u8 *, f32 *);
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wbfs_t *GetHddInfo(void);
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bool IsMounted() { return hdd == 0; };
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virtual int GetFragList(u8 *id) { return 0; };
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virtual bool ShowFreeSpace(void);
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virtual s32 Open() = 0;
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virtual void Close() = 0;
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virtual wbfs_disc_t* OpenDisc(u8 *discid) = 0;
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virtual void CloseDisc(wbfs_disc_t *disc) = 0;
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virtual s32 Format();
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virtual s32 GetCount(u32 *) = 0;
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virtual s32 GetHeaders(struct discHdr *, u32, u32) = 0;
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virtual s32 AddGame(void) = 0;
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virtual s32 RemoveGame(u8 *) = 0;
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virtual s32 DiskSpace(f32 *, f32 *) = 0;
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virtual s32 RenameGame(u8 *, const void *) = 0;
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virtual s32 ReIDGame(u8 *discid, const void *newID) = 0;
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virtual f32 EstimateGameSize(void) = 0;
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/*
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static s32 OpenPart(u32 part_fat, u32 part_idx, u32 part_lba, u32 part_size, char *partition);
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static s32 OpenNamed(char *partition);
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static s32 OpenLBA(u32 lba, u32 size);
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*/
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protected:
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static u32 nb_sectors;
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/* WBFS HDD */
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wbfs_t *hdd;
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u32 device, lba, size;
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private:
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static s32 total, done;
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};
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#endif //_H
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