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Ryujinx/Ryujinx.HLE/Loaders/Npdm/ACI0.cs
Xpl0itR da4e0856c9 Add features to GUI (#757)
* controller image changes depending on the selected controller type

the new controller image assets are temporary until i get new ones

* Game list scans subdirs for games

* Key file existence check

* Only shows Program NCAs in Application list

* Change shown GUI columns without restarting

* Sort by column if you click on the column header

Columns are sorted as text so there are inaccuracies on some columns

* Fix sort on Time Played, Last Played and File Size columns

* Add ability to designate favourite games #1

TODO:
- Make fav games persistent
- Fix invisible check marks due to theme

* Add ability to designate favourite games #2

Also removed default theme

* Added a Windows specific build condition and a Linux bug fix

* bugfix

* Load metadata from JSONs

* Temp bug fix for MacOS

* lil clean up

* requested changes

* Misc fixes

* edited schema and config

* Show the TitleID of games on the title bar

* gui column config option have names

* Async loading of game list

* bugfix and cleanup

* thog's requested changes

* requested changes and cleanup

still need to fix the gtk seizure

* Fix issue where an ExeFS as a NSP didn't show up in the application list

* Minor fixes

* catch glib unhandled exceptions

* Make sure to do UI manipulation in the main thread

* Print path of invalid files

* Ac_k's requested changes

* Return of the dark theme

* move AboutInfo struct to another file

* sort usings

* changes

- gdkchan's requested changes that have been marked resolved
- made some structs internal as they aren't used outside of the GUI
- renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure
- fixed bug where controller type dropdown box is stretched
2019-11-29 15:32:51 +11:00

53 lines
1.9 KiB
C#

using Ryujinx.HLE.Exceptions;
using System.IO;
namespace Ryujinx.HLE.Loaders.Npdm
{
public class Aci0
{
private const int Aci0Magic = 'A' << 0 | 'C' << 8 | 'I' << 16 | '0' << 24;
public ulong TitleId { get; set; }
public int FsVersion { get; private set; }
public ulong FsPermissionsBitmask { get; private set; }
public ServiceAccessControl ServiceAccessControl { get; private set; }
public KernelAccessControl KernelAccessControl { get; private set; }
public Aci0(Stream stream, int offset)
{
stream.Seek(offset, SeekOrigin.Begin);
BinaryReader reader = new BinaryReader(stream);
if (reader.ReadInt32() != Aci0Magic)
{
throw new InvalidNpdmException("ACI0 Stream doesn't contain ACI0 section!");
}
stream.Seek(0xc, SeekOrigin.Current);
TitleId = reader.ReadUInt64();
// Reserved.
stream.Seek(8, SeekOrigin.Current);
int fsAccessHeaderOffset = reader.ReadInt32();
int fsAccessHeaderSize = reader.ReadInt32();
int serviceAccessControlOffset = reader.ReadInt32();
int serviceAccessControlSize = reader.ReadInt32();
int kernelAccessControlOffset = reader.ReadInt32();
int kernelAccessControlSize = reader.ReadInt32();
FsAccessHeader fsAccessHeader = new FsAccessHeader(stream, offset + fsAccessHeaderOffset, fsAccessHeaderSize);
FsVersion = fsAccessHeader.Version;
FsPermissionsBitmask = fsAccessHeader.PermissionsBitmask;
ServiceAccessControl = new ServiceAccessControl(stream, offset + serviceAccessControlOffset, serviceAccessControlSize);
KernelAccessControl = new KernelAccessControl(stream, offset + kernelAccessControlOffset, kernelAccessControlSize);
}
}
}