2010-09-26 05:09:31 +00:00
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#ifndef NALL_DIRECTORY_HPP
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#define NALL_DIRECTORY_HPP
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2012-08-16 10:30:47 +00:00
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#include <nall/file.hpp>
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2011-09-29 12:08:22 +00:00
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#include <nall/intrinsics.hpp>
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2010-09-26 05:09:31 +00:00
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#include <nall/sort.hpp>
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Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
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#include <nall/storage.hpp>
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2010-09-26 05:09:31 +00:00
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#include <nall/string.hpp>
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2011-09-27 11:55:02 +00:00
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#include <nall/vector.hpp>
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2010-09-26 05:09:31 +00:00
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2011-09-29 12:08:22 +00:00
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#if defined(PLATFORM_WINDOWS)
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2011-08-06 14:03:52 +00:00
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#include <nall/windows/utf8.hpp>
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2010-09-26 05:09:31 +00:00
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#else
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#include <dirent.h>
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#include <stdio.h>
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#include <sys/types.h>
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#endif
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namespace nall {
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Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
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struct directory : storage {
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2013-05-02 11:25:45 +00:00
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static bool create(const string& pathname, unsigned permissions = 0755); //recursive
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static bool remove(const string& pathname); //recursive
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static bool exists(const string& pathname);
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Update to higan v091r14 and ananke v00r03 releases.
byuu says:
higan changelog:
- generates title displayed in emulator window by asking the core
- core builds title solely from "information/title" ... if it's not
there, you don't get a title at all
- sub-system load menu is gone ... since there are multiple revisions of
the SGB, this never really worked well anyway
- to load an SGB, BS-X or ST cartridge, load the base cartridge first
- "File->Load Game" moved to "Load->Import Game" ... may cause a bit of
confusion to new users, but I don't like having a single-item menu,
we'll just have to explain it to new users
- browser window redone to look like ananke
- home button here goes to ~/Emulation rather than just ~ like ananke,
since this is the home of game folders
- game folder icon is now the executable icon for the Tango theme
(orange diamond), meant to represent a complete game rather than
a game file or archive
ananke changelog:
- outputs GBC games to "Game Boy Color/" instead of "Game Boy/"
- adds the file basename to "information/title"
Known issues:
- using ananke to load a GB game trips the Super Famicom SGB mode and
fails (need to make the full-path auto-detection ignore non-bootable
systems)
- need to dump and test some BS-X media before releasing
- ananke lacks BS-X Satellaview cartridge support
- v092 isn't going to let you retarget the ananke/higan game folder path
of ~/Emulation, you will have to wait for a future version if that
bothers you so greatly
[Later, after the v092 release, byuu posted this additional changelog:
- kill laevateinn
- add title()
- add bootable, remove load
- combine file, library
- combine [][][] paths
- fix SFC subtype handling XML->BML
- update file browser to use buttons
- update file browser keyboard handling
- update system XML->BML
- fix sufami turbo hashing
- remove Cartridge::manifest
]
2012-12-25 05:31:55 +00:00
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2013-05-02 11:25:45 +00:00
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static lstring folders(const string& pathname, const string& pattern = "*") {
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Update to higan v091r14 and ananke v00r03 releases.
byuu says:
higan changelog:
- generates title displayed in emulator window by asking the core
- core builds title solely from "information/title" ... if it's not
there, you don't get a title at all
- sub-system load menu is gone ... since there are multiple revisions of
the SGB, this never really worked well anyway
- to load an SGB, BS-X or ST cartridge, load the base cartridge first
- "File->Load Game" moved to "Load->Import Game" ... may cause a bit of
confusion to new users, but I don't like having a single-item menu,
we'll just have to explain it to new users
- browser window redone to look like ananke
- home button here goes to ~/Emulation rather than just ~ like ananke,
since this is the home of game folders
- game folder icon is now the executable icon for the Tango theme
(orange diamond), meant to represent a complete game rather than
a game file or archive
ananke changelog:
- outputs GBC games to "Game Boy Color/" instead of "Game Boy/"
- adds the file basename to "information/title"
Known issues:
- using ananke to load a GB game trips the Super Famicom SGB mode and
fails (need to make the full-path auto-detection ignore non-bootable
systems)
- need to dump and test some BS-X media before releasing
- ananke lacks BS-X Satellaview cartridge support
- v092 isn't going to let you retarget the ananke/higan game folder path
of ~/Emulation, you will have to wait for a future version if that
bothers you so greatly
[Later, after the v092 release, byuu posted this additional changelog:
- kill laevateinn
- add title()
- add bootable, remove load
- combine file, library
- combine [][][] paths
- fix SFC subtype handling XML->BML
- update file browser to use buttons
- update file browser keyboard handling
- update system XML->BML
- fix sufami turbo hashing
- remove Cartridge::manifest
]
2012-12-25 05:31:55 +00:00
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lstring folders = directory::ufolders(pathname, pattern);
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folders.sort();
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return folders;
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}
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2013-05-02 11:25:45 +00:00
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static lstring files(const string& pathname, const string& pattern = "*") {
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Update to higan v091r14 and ananke v00r03 releases.
byuu says:
higan changelog:
- generates title displayed in emulator window by asking the core
- core builds title solely from "information/title" ... if it's not
there, you don't get a title at all
- sub-system load menu is gone ... since there are multiple revisions of
the SGB, this never really worked well anyway
- to load an SGB, BS-X or ST cartridge, load the base cartridge first
- "File->Load Game" moved to "Load->Import Game" ... may cause a bit of
confusion to new users, but I don't like having a single-item menu,
we'll just have to explain it to new users
- browser window redone to look like ananke
- home button here goes to ~/Emulation rather than just ~ like ananke,
since this is the home of game folders
- game folder icon is now the executable icon for the Tango theme
(orange diamond), meant to represent a complete game rather than
a game file or archive
ananke changelog:
- outputs GBC games to "Game Boy Color/" instead of "Game Boy/"
- adds the file basename to "information/title"
Known issues:
- using ananke to load a GB game trips the Super Famicom SGB mode and
fails (need to make the full-path auto-detection ignore non-bootable
systems)
- need to dump and test some BS-X media before releasing
- ananke lacks BS-X Satellaview cartridge support
- v092 isn't going to let you retarget the ananke/higan game folder path
of ~/Emulation, you will have to wait for a future version if that
bothers you so greatly
[Later, after the v092 release, byuu posted this additional changelog:
- kill laevateinn
- add title()
- add bootable, remove load
- combine file, library
- combine [][][] paths
- fix SFC subtype handling XML->BML
- update file browser to use buttons
- update file browser keyboard handling
- update system XML->BML
- fix sufami turbo hashing
- remove Cartridge::manifest
]
2012-12-25 05:31:55 +00:00
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lstring files = directory::ufiles(pathname, pattern);
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files.sort();
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return files;
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}
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2013-05-02 11:25:45 +00:00
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static lstring contents(const string& pathname, const string& pattern = "*") {
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Update to higan v091r14 and ananke v00r03 releases.
byuu says:
higan changelog:
- generates title displayed in emulator window by asking the core
- core builds title solely from "information/title" ... if it's not
there, you don't get a title at all
- sub-system load menu is gone ... since there are multiple revisions of
the SGB, this never really worked well anyway
- to load an SGB, BS-X or ST cartridge, load the base cartridge first
- "File->Load Game" moved to "Load->Import Game" ... may cause a bit of
confusion to new users, but I don't like having a single-item menu,
we'll just have to explain it to new users
- browser window redone to look like ananke
- home button here goes to ~/Emulation rather than just ~ like ananke,
since this is the home of game folders
- game folder icon is now the executable icon for the Tango theme
(orange diamond), meant to represent a complete game rather than
a game file or archive
ananke changelog:
- outputs GBC games to "Game Boy Color/" instead of "Game Boy/"
- adds the file basename to "information/title"
Known issues:
- using ananke to load a GB game trips the Super Famicom SGB mode and
fails (need to make the full-path auto-detection ignore non-bootable
systems)
- need to dump and test some BS-X media before releasing
- ananke lacks BS-X Satellaview cartridge support
- v092 isn't going to let you retarget the ananke/higan game folder path
of ~/Emulation, you will have to wait for a future version if that
bothers you so greatly
[Later, after the v092 release, byuu posted this additional changelog:
- kill laevateinn
- add title()
- add bootable, remove load
- combine file, library
- combine [][][] paths
- fix SFC subtype handling XML->BML
- update file browser to use buttons
- update file browser keyboard handling
- update system XML->BML
- fix sufami turbo hashing
- remove Cartridge::manifest
]
2012-12-25 05:31:55 +00:00
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lstring folders = directory::ufolders(pathname); //pattern search of contents should only filter files
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lstring files = directory::ufiles(pathname, pattern);
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folders.sort();
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files.sort();
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2013-05-02 11:25:45 +00:00
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for(auto& file : files) folders.append(file);
|
Update to higan v091r14 and ananke v00r03 releases.
byuu says:
higan changelog:
- generates title displayed in emulator window by asking the core
- core builds title solely from "information/title" ... if it's not
there, you don't get a title at all
- sub-system load menu is gone ... since there are multiple revisions of
the SGB, this never really worked well anyway
- to load an SGB, BS-X or ST cartridge, load the base cartridge first
- "File->Load Game" moved to "Load->Import Game" ... may cause a bit of
confusion to new users, but I don't like having a single-item menu,
we'll just have to explain it to new users
- browser window redone to look like ananke
- home button here goes to ~/Emulation rather than just ~ like ananke,
since this is the home of game folders
- game folder icon is now the executable icon for the Tango theme
(orange diamond), meant to represent a complete game rather than
a game file or archive
ananke changelog:
- outputs GBC games to "Game Boy Color/" instead of "Game Boy/"
- adds the file basename to "information/title"
Known issues:
- using ananke to load a GB game trips the Super Famicom SGB mode and
fails (need to make the full-path auto-detection ignore non-bootable
systems)
- need to dump and test some BS-X media before releasing
- ananke lacks BS-X Satellaview cartridge support
- v092 isn't going to let you retarget the ananke/higan game folder path
of ~/Emulation, you will have to wait for a future version if that
bothers you so greatly
[Later, after the v092 release, byuu posted this additional changelog:
- kill laevateinn
- add title()
- add bootable, remove load
- combine file, library
- combine [][][] paths
- fix SFC subtype handling XML->BML
- update file browser to use buttons
- update file browser keyboard handling
- update system XML->BML
- fix sufami turbo hashing
- remove Cartridge::manifest
]
2012-12-25 05:31:55 +00:00
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return folders;
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}
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2013-05-02 11:25:45 +00:00
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static lstring ifolders(const string& pathname, const string& pattern = "*") {
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Update to higan v091r14 and ananke v00r03 releases.
byuu says:
higan changelog:
- generates title displayed in emulator window by asking the core
- core builds title solely from "information/title" ... if it's not
there, you don't get a title at all
- sub-system load menu is gone ... since there are multiple revisions of
the SGB, this never really worked well anyway
- to load an SGB, BS-X or ST cartridge, load the base cartridge first
- "File->Load Game" moved to "Load->Import Game" ... may cause a bit of
confusion to new users, but I don't like having a single-item menu,
we'll just have to explain it to new users
- browser window redone to look like ananke
- home button here goes to ~/Emulation rather than just ~ like ananke,
since this is the home of game folders
- game folder icon is now the executable icon for the Tango theme
(orange diamond), meant to represent a complete game rather than
a game file or archive
ananke changelog:
- outputs GBC games to "Game Boy Color/" instead of "Game Boy/"
- adds the file basename to "information/title"
Known issues:
- using ananke to load a GB game trips the Super Famicom SGB mode and
fails (need to make the full-path auto-detection ignore non-bootable
systems)
- need to dump and test some BS-X media before releasing
- ananke lacks BS-X Satellaview cartridge support
- v092 isn't going to let you retarget the ananke/higan game folder path
of ~/Emulation, you will have to wait for a future version if that
bothers you so greatly
[Later, after the v092 release, byuu posted this additional changelog:
- kill laevateinn
- add title()
- add bootable, remove load
- combine file, library
- combine [][][] paths
- fix SFC subtype handling XML->BML
- update file browser to use buttons
- update file browser keyboard handling
- update system XML->BML
- fix sufami turbo hashing
- remove Cartridge::manifest
]
2012-12-25 05:31:55 +00:00
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lstring folders = ufolders(pathname, pattern);
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folders.isort();
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return folders;
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}
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2013-05-02 11:25:45 +00:00
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static lstring ifiles(const string& pathname, const string& pattern = "*") {
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Update to higan v091r14 and ananke v00r03 releases.
byuu says:
higan changelog:
- generates title displayed in emulator window by asking the core
- core builds title solely from "information/title" ... if it's not
there, you don't get a title at all
- sub-system load menu is gone ... since there are multiple revisions of
the SGB, this never really worked well anyway
- to load an SGB, BS-X or ST cartridge, load the base cartridge first
- "File->Load Game" moved to "Load->Import Game" ... may cause a bit of
confusion to new users, but I don't like having a single-item menu,
we'll just have to explain it to new users
- browser window redone to look like ananke
- home button here goes to ~/Emulation rather than just ~ like ananke,
since this is the home of game folders
- game folder icon is now the executable icon for the Tango theme
(orange diamond), meant to represent a complete game rather than
a game file or archive
ananke changelog:
- outputs GBC games to "Game Boy Color/" instead of "Game Boy/"
- adds the file basename to "information/title"
Known issues:
- using ananke to load a GB game trips the Super Famicom SGB mode and
fails (need to make the full-path auto-detection ignore non-bootable
systems)
- need to dump and test some BS-X media before releasing
- ananke lacks BS-X Satellaview cartridge support
- v092 isn't going to let you retarget the ananke/higan game folder path
of ~/Emulation, you will have to wait for a future version if that
bothers you so greatly
[Later, after the v092 release, byuu posted this additional changelog:
- kill laevateinn
- add title()
- add bootable, remove load
- combine file, library
- combine [][][] paths
- fix SFC subtype handling XML->BML
- update file browser to use buttons
- update file browser keyboard handling
- update system XML->BML
- fix sufami turbo hashing
- remove Cartridge::manifest
]
2012-12-25 05:31:55 +00:00
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lstring files = ufiles(pathname, pattern);
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files.isort();
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return files;
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}
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2013-05-02 11:25:45 +00:00
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static lstring icontents(const string& pathname, const string& pattern = "*") {
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Update to higan v091r14 and ananke v00r03 releases.
byuu says:
higan changelog:
- generates title displayed in emulator window by asking the core
- core builds title solely from "information/title" ... if it's not
there, you don't get a title at all
- sub-system load menu is gone ... since there are multiple revisions of
the SGB, this never really worked well anyway
- to load an SGB, BS-X or ST cartridge, load the base cartridge first
- "File->Load Game" moved to "Load->Import Game" ... may cause a bit of
confusion to new users, but I don't like having a single-item menu,
we'll just have to explain it to new users
- browser window redone to look like ananke
- home button here goes to ~/Emulation rather than just ~ like ananke,
since this is the home of game folders
- game folder icon is now the executable icon for the Tango theme
(orange diamond), meant to represent a complete game rather than
a game file or archive
ananke changelog:
- outputs GBC games to "Game Boy Color/" instead of "Game Boy/"
- adds the file basename to "information/title"
Known issues:
- using ananke to load a GB game trips the Super Famicom SGB mode and
fails (need to make the full-path auto-detection ignore non-bootable
systems)
- need to dump and test some BS-X media before releasing
- ananke lacks BS-X Satellaview cartridge support
- v092 isn't going to let you retarget the ananke/higan game folder path
of ~/Emulation, you will have to wait for a future version if that
bothers you so greatly
[Later, after the v092 release, byuu posted this additional changelog:
- kill laevateinn
- add title()
- add bootable, remove load
- combine file, library
- combine [][][] paths
- fix SFC subtype handling XML->BML
- update file browser to use buttons
- update file browser keyboard handling
- update system XML->BML
- fix sufami turbo hashing
- remove Cartridge::manifest
]
2012-12-25 05:31:55 +00:00
|
|
|
lstring folders = directory::ufolders(pathname); //pattern search of contents should only filter files
|
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|
lstring files = directory::ufiles(pathname, pattern);
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|
folders.isort();
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files.isort();
|
2013-05-02 11:25:45 +00:00
|
|
|
for(auto& file : files) folders.append(file);
|
Update to higan v091r14 and ananke v00r03 releases.
byuu says:
higan changelog:
- generates title displayed in emulator window by asking the core
- core builds title solely from "information/title" ... if it's not
there, you don't get a title at all
- sub-system load menu is gone ... since there are multiple revisions of
the SGB, this never really worked well anyway
- to load an SGB, BS-X or ST cartridge, load the base cartridge first
- "File->Load Game" moved to "Load->Import Game" ... may cause a bit of
confusion to new users, but I don't like having a single-item menu,
we'll just have to explain it to new users
- browser window redone to look like ananke
- home button here goes to ~/Emulation rather than just ~ like ananke,
since this is the home of game folders
- game folder icon is now the executable icon for the Tango theme
(orange diamond), meant to represent a complete game rather than
a game file or archive
ananke changelog:
- outputs GBC games to "Game Boy Color/" instead of "Game Boy/"
- adds the file basename to "information/title"
Known issues:
- using ananke to load a GB game trips the Super Famicom SGB mode and
fails (need to make the full-path auto-detection ignore non-bootable
systems)
- need to dump and test some BS-X media before releasing
- ananke lacks BS-X Satellaview cartridge support
- v092 isn't going to let you retarget the ananke/higan game folder path
of ~/Emulation, you will have to wait for a future version if that
bothers you so greatly
[Later, after the v092 release, byuu posted this additional changelog:
- kill laevateinn
- add title()
- add bootable, remove load
- combine file, library
- combine [][][] paths
- fix SFC subtype handling XML->BML
- update file browser to use buttons
- update file browser keyboard handling
- update system XML->BML
- fix sufami turbo hashing
- remove Cartridge::manifest
]
2012-12-25 05:31:55 +00:00
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return folders;
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}
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private:
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//internal functions; these return unsorted lists
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2013-05-02 11:25:45 +00:00
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static lstring ufolders(const string& pathname, const string& pattern = "*");
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static lstring ufiles(const string& pathname, const string& pattern = "*");
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2010-09-26 05:09:31 +00:00
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};
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2011-09-29 12:08:22 +00:00
|
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|
#if defined(PLATFORM_WINDOWS)
|
2013-05-02 11:25:45 +00:00
|
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|
inline bool directory::create(const string& pathname, unsigned permissions) {
|
2012-08-16 10:30:47 +00:00
|
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|
string path;
|
Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
|
|
|
lstring list = string{pathname}.transform("\\", "/").rtrim("/").split("/");
|
2012-08-16 10:30:47 +00:00
|
|
|
bool result = true;
|
2013-05-02 11:25:45 +00:00
|
|
|
for(auto& part : list) {
|
2012-08-16 10:30:47 +00:00
|
|
|
path.append(part, "/");
|
|
|
|
result &= (_wmkdir(utf16_t(path)) == 0);
|
2012-06-18 10:13:51 +00:00
|
|
|
}
|
|
|
|
return result;
|
Update to v088r14 release.
byuu says:
Changelog:
- added NSS DIP switch settings window (when loading NSS carts with
appropriate manifest.xml file)
- added video shader selection (they go in ~/.config/bsnes/Video
Shaders/ now)
- added driver selection
- added timing settings (not only allows video/audio settings, also has
code to dynamically compute the values for you ... and it actually
works pretty good!)
- moved "None" controller device to bottom of list (it is the least
likely to be used, after all)
- added Interface::path() to support MSU1, USART, Link
- input and hotkey mappings remember list position after assignment
- and more!
target-ethos now has all of the functionality of target-ui, and more.
Final code size for the port is 101.2KB (ethos) vs 167.6KB (ui).
A ~67% reduction in code size, yet it does even more! And you can add or
remove an entire system with only three lines of code (Makefile include,
header include, interface append.)
The only problem left is that the BS-X BIOS won't load the BS Zelda no
Densetsu file.
I can't figure out why it's not working, would appreciate any
assistance, but otherwise I'm probably just going to leave it broken for
v089, sorry.
So the show stoppers for a new release at this point are:
- fix laevateinn to compile with the new interface changes (shouldn't be
too hard, it'll still use the old, direct interface.)
- clean up Emulator::Interface as much as possible (trim down
Information, mediaRequest should use an alternate struct designed to
load firmware / slots separately)
- enhance purify to strip SNES ROM headers, and it really needs a GUI
interface
- it would be highly desirable to make a launcher that can create
a cartridge folder from an existing ROM set (* ethos will need to
accept command-line arguments for this.)
- probably need to remember which controller was selected in each port
for each system across runs
- need to fix the cursor for Super Scope / Justifier games (move from
19-bit to 32-bit colors broke it)
- have to refactor that cache.(hv)offset thing to fix ASP
2012-05-06 23:27:42 +00:00
|
|
|
}
|
|
|
|
|
2013-05-02 11:25:45 +00:00
|
|
|
inline bool directory::remove(const string& pathname) {
|
2012-08-16 10:30:47 +00:00
|
|
|
lstring list = directory::contents(pathname);
|
2013-05-02 11:25:45 +00:00
|
|
|
for(auto& name : list) {
|
2013-12-07 09:12:37 +00:00
|
|
|
if(name.endsWith("/")) directory::remove({pathname, name});
|
2012-08-16 10:30:47 +00:00
|
|
|
else file::remove({pathname, name});
|
|
|
|
}
|
Update to v088r14 release.
byuu says:
Changelog:
- added NSS DIP switch settings window (when loading NSS carts with
appropriate manifest.xml file)
- added video shader selection (they go in ~/.config/bsnes/Video
Shaders/ now)
- added driver selection
- added timing settings (not only allows video/audio settings, also has
code to dynamically compute the values for you ... and it actually
works pretty good!)
- moved "None" controller device to bottom of list (it is the least
likely to be used, after all)
- added Interface::path() to support MSU1, USART, Link
- input and hotkey mappings remember list position after assignment
- and more!
target-ethos now has all of the functionality of target-ui, and more.
Final code size for the port is 101.2KB (ethos) vs 167.6KB (ui).
A ~67% reduction in code size, yet it does even more! And you can add or
remove an entire system with only three lines of code (Makefile include,
header include, interface append.)
The only problem left is that the BS-X BIOS won't load the BS Zelda no
Densetsu file.
I can't figure out why it's not working, would appreciate any
assistance, but otherwise I'm probably just going to leave it broken for
v089, sorry.
So the show stoppers for a new release at this point are:
- fix laevateinn to compile with the new interface changes (shouldn't be
too hard, it'll still use the old, direct interface.)
- clean up Emulator::Interface as much as possible (trim down
Information, mediaRequest should use an alternate struct designed to
load firmware / slots separately)
- enhance purify to strip SNES ROM headers, and it really needs a GUI
interface
- it would be highly desirable to make a launcher that can create
a cartridge folder from an existing ROM set (* ethos will need to
accept command-line arguments for this.)
- probably need to remember which controller was selected in each port
for each system across runs
- need to fix the cursor for Super Scope / Justifier games (move from
19-bit to 32-bit colors broke it)
- have to refactor that cache.(hv)offset thing to fix ASP
2012-05-06 23:27:42 +00:00
|
|
|
return _wrmdir(utf16_t(pathname)) == 0;
|
|
|
|
}
|
|
|
|
|
2013-05-02 11:25:45 +00:00
|
|
|
inline bool directory::exists(const string& pathname) {
|
2012-06-25 12:49:39 +00:00
|
|
|
string name = pathname;
|
Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
|
|
|
name.trim("\"", "\"");
|
2012-06-25 12:49:39 +00:00
|
|
|
DWORD result = GetFileAttributes(utf16_t(name));
|
2010-10-23 05:08:05 +00:00
|
|
|
if(result == INVALID_FILE_ATTRIBUTES) return false;
|
|
|
|
return (result & FILE_ATTRIBUTE_DIRECTORY);
|
|
|
|
}
|
|
|
|
|
2013-05-02 11:25:45 +00:00
|
|
|
inline lstring directory::ufolders(const string& pathname, const string& pattern) {
|
2010-09-26 05:09:31 +00:00
|
|
|
lstring list;
|
|
|
|
string path = pathname;
|
|
|
|
path.transform("/", "\\");
|
Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
|
|
|
if(!path.endsWith("\\")) path.append("\\");
|
2010-09-26 05:09:31 +00:00
|
|
|
path.append("*");
|
|
|
|
HANDLE handle;
|
|
|
|
WIN32_FIND_DATA data;
|
|
|
|
handle = FindFirstFile(utf16_t(path), &data);
|
|
|
|
if(handle != INVALID_HANDLE_VALUE) {
|
|
|
|
if(wcscmp(data.cFileName, L".") && wcscmp(data.cFileName, L"..")) {
|
|
|
|
if(data.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY) {
|
2011-03-17 12:49:46 +00:00
|
|
|
string name = (const char*)utf8_t(data.cFileName);
|
2013-07-29 09:42:45 +00:00
|
|
|
if(name.match(pattern)) list.append(name);
|
2010-09-26 05:09:31 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
while(FindNextFile(handle, &data) != false) {
|
|
|
|
if(wcscmp(data.cFileName, L".") && wcscmp(data.cFileName, L"..")) {
|
|
|
|
if(data.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY) {
|
2011-03-17 12:49:46 +00:00
|
|
|
string name = (const char*)utf8_t(data.cFileName);
|
2013-07-29 09:42:45 +00:00
|
|
|
if(name.match(pattern)) list.append(name);
|
2010-09-26 05:09:31 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
FindClose(handle);
|
|
|
|
}
|
2013-05-02 11:25:45 +00:00
|
|
|
for(auto& name : list) name.append("/"); //must append after sorting
|
2010-09-26 05:09:31 +00:00
|
|
|
return list;
|
|
|
|
}
|
|
|
|
|
2013-05-02 11:25:45 +00:00
|
|
|
inline lstring directory::ufiles(const string& pathname, const string& pattern) {
|
2010-09-26 05:09:31 +00:00
|
|
|
lstring list;
|
|
|
|
string path = pathname;
|
|
|
|
path.transform("/", "\\");
|
Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
|
|
|
if(!path.endsWith("\\")) path.append("\\");
|
2010-09-26 05:09:31 +00:00
|
|
|
path.append("*");
|
|
|
|
HANDLE handle;
|
|
|
|
WIN32_FIND_DATA data;
|
|
|
|
handle = FindFirstFile(utf16_t(path), &data);
|
|
|
|
if(handle != INVALID_HANDLE_VALUE) {
|
|
|
|
if((data.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY) == 0) {
|
2011-03-17 12:49:46 +00:00
|
|
|
string name = (const char*)utf8_t(data.cFileName);
|
2013-07-29 09:42:45 +00:00
|
|
|
if(name.match(pattern)) list.append(name);
|
2010-09-26 05:09:31 +00:00
|
|
|
}
|
|
|
|
while(FindNextFile(handle, &data) != false) {
|
|
|
|
if((data.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY) == 0) {
|
2011-03-17 12:49:46 +00:00
|
|
|
string name = (const char*)utf8_t(data.cFileName);
|
2013-07-29 09:42:45 +00:00
|
|
|
if(name.match(pattern)) list.append(name);
|
2010-09-26 05:09:31 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
FindClose(handle);
|
|
|
|
}
|
|
|
|
return list;
|
|
|
|
}
|
|
|
|
#else
|
Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
|
|
|
inline bool directory_is_folder(DIR* dp, struct dirent* ep) {
|
|
|
|
if(ep->d_type == DT_DIR) return true;
|
|
|
|
if(ep->d_type == DT_LNK || ep->d_type == DT_UNKNOWN) {
|
|
|
|
//symbolic links must be resolved to determine type
|
|
|
|
struct stat sp = {0};
|
|
|
|
fstatat(dirfd(dp), ep->d_name, &sp, 0);
|
|
|
|
return S_ISDIR(sp.st_mode);
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
2013-05-02 11:25:45 +00:00
|
|
|
inline bool directory::create(const string& pathname, unsigned permissions) {
|
2012-08-16 10:30:47 +00:00
|
|
|
string path;
|
Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
|
|
|
lstring list = string{pathname}.rtrim("/").split("/");
|
2012-08-16 10:30:47 +00:00
|
|
|
bool result = true;
|
2013-05-02 11:25:45 +00:00
|
|
|
for(auto& part : list) {
|
2012-06-18 10:13:51 +00:00
|
|
|
path.append(part, "/");
|
Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
|
|
|
if(directory::exists(path)) continue;
|
2012-08-16 10:30:47 +00:00
|
|
|
result &= (mkdir(path, permissions) == 0);
|
2012-06-18 10:13:51 +00:00
|
|
|
}
|
2012-08-16 10:30:47 +00:00
|
|
|
return result;
|
Update to v088r14 release.
byuu says:
Changelog:
- added NSS DIP switch settings window (when loading NSS carts with
appropriate manifest.xml file)
- added video shader selection (they go in ~/.config/bsnes/Video
Shaders/ now)
- added driver selection
- added timing settings (not only allows video/audio settings, also has
code to dynamically compute the values for you ... and it actually
works pretty good!)
- moved "None" controller device to bottom of list (it is the least
likely to be used, after all)
- added Interface::path() to support MSU1, USART, Link
- input and hotkey mappings remember list position after assignment
- and more!
target-ethos now has all of the functionality of target-ui, and more.
Final code size for the port is 101.2KB (ethos) vs 167.6KB (ui).
A ~67% reduction in code size, yet it does even more! And you can add or
remove an entire system with only three lines of code (Makefile include,
header include, interface append.)
The only problem left is that the BS-X BIOS won't load the BS Zelda no
Densetsu file.
I can't figure out why it's not working, would appreciate any
assistance, but otherwise I'm probably just going to leave it broken for
v089, sorry.
So the show stoppers for a new release at this point are:
- fix laevateinn to compile with the new interface changes (shouldn't be
too hard, it'll still use the old, direct interface.)
- clean up Emulator::Interface as much as possible (trim down
Information, mediaRequest should use an alternate struct designed to
load firmware / slots separately)
- enhance purify to strip SNES ROM headers, and it really needs a GUI
interface
- it would be highly desirable to make a launcher that can create
a cartridge folder from an existing ROM set (* ethos will need to
accept command-line arguments for this.)
- probably need to remember which controller was selected in each port
for each system across runs
- need to fix the cursor for Super Scope / Justifier games (move from
19-bit to 32-bit colors broke it)
- have to refactor that cache.(hv)offset thing to fix ASP
2012-05-06 23:27:42 +00:00
|
|
|
}
|
|
|
|
|
2013-05-02 11:25:45 +00:00
|
|
|
inline bool directory::remove(const string& pathname) {
|
2012-08-16 10:30:47 +00:00
|
|
|
lstring list = directory::contents(pathname);
|
2013-05-02 11:25:45 +00:00
|
|
|
for(auto& name : list) {
|
2013-12-03 10:01:59 +00:00
|
|
|
if(name.endsWith("/")) directory::remove({pathname, name});
|
2012-08-16 10:30:47 +00:00
|
|
|
else file::remove({pathname, name});
|
|
|
|
}
|
Update to v088r14 release.
byuu says:
Changelog:
- added NSS DIP switch settings window (when loading NSS carts with
appropriate manifest.xml file)
- added video shader selection (they go in ~/.config/bsnes/Video
Shaders/ now)
- added driver selection
- added timing settings (not only allows video/audio settings, also has
code to dynamically compute the values for you ... and it actually
works pretty good!)
- moved "None" controller device to bottom of list (it is the least
likely to be used, after all)
- added Interface::path() to support MSU1, USART, Link
- input and hotkey mappings remember list position after assignment
- and more!
target-ethos now has all of the functionality of target-ui, and more.
Final code size for the port is 101.2KB (ethos) vs 167.6KB (ui).
A ~67% reduction in code size, yet it does even more! And you can add or
remove an entire system with only three lines of code (Makefile include,
header include, interface append.)
The only problem left is that the BS-X BIOS won't load the BS Zelda no
Densetsu file.
I can't figure out why it's not working, would appreciate any
assistance, but otherwise I'm probably just going to leave it broken for
v089, sorry.
So the show stoppers for a new release at this point are:
- fix laevateinn to compile with the new interface changes (shouldn't be
too hard, it'll still use the old, direct interface.)
- clean up Emulator::Interface as much as possible (trim down
Information, mediaRequest should use an alternate struct designed to
load firmware / slots separately)
- enhance purify to strip SNES ROM headers, and it really needs a GUI
interface
- it would be highly desirable to make a launcher that can create
a cartridge folder from an existing ROM set (* ethos will need to
accept command-line arguments for this.)
- probably need to remember which controller was selected in each port
for each system across runs
- need to fix the cursor for Super Scope / Justifier games (move from
19-bit to 32-bit colors broke it)
- have to refactor that cache.(hv)offset thing to fix ASP
2012-05-06 23:27:42 +00:00
|
|
|
return rmdir(pathname) == 0;
|
|
|
|
}
|
|
|
|
|
2013-05-02 11:25:45 +00:00
|
|
|
inline bool directory::exists(const string& pathname) {
|
Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
|
|
|
DIR* dp = opendir(pathname);
|
2010-10-23 05:08:05 +00:00
|
|
|
if(!dp) return false;
|
|
|
|
closedir(dp);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
2013-05-02 11:25:45 +00:00
|
|
|
inline lstring directory::ufolders(const string& pathname, const string& pattern) {
|
2010-09-26 05:09:31 +00:00
|
|
|
lstring list;
|
2013-05-02 11:25:45 +00:00
|
|
|
DIR* dp;
|
|
|
|
struct dirent* ep;
|
2010-09-26 05:09:31 +00:00
|
|
|
dp = opendir(pathname);
|
|
|
|
if(dp) {
|
|
|
|
while(ep = readdir(dp)) {
|
|
|
|
if(!strcmp(ep->d_name, ".")) continue;
|
|
|
|
if(!strcmp(ep->d_name, "..")) continue;
|
Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
|
|
|
if(!directory_is_folder(dp, ep)) continue;
|
|
|
|
string name{ep->d_name};
|
|
|
|
if(name.match(pattern)) list.append(std::move(name));
|
2010-09-26 05:09:31 +00:00
|
|
|
}
|
|
|
|
closedir(dp);
|
|
|
|
}
|
2013-05-02 11:25:45 +00:00
|
|
|
for(auto& name : list) name.append("/"); //must append after sorting
|
2010-09-26 05:09:31 +00:00
|
|
|
return list;
|
|
|
|
}
|
|
|
|
|
2013-05-02 11:25:45 +00:00
|
|
|
inline lstring directory::ufiles(const string& pathname, const string& pattern) {
|
2010-09-26 05:09:31 +00:00
|
|
|
lstring list;
|
2013-05-02 11:25:45 +00:00
|
|
|
DIR* dp;
|
|
|
|
struct dirent* ep;
|
2010-09-26 05:09:31 +00:00
|
|
|
dp = opendir(pathname);
|
|
|
|
if(dp) {
|
|
|
|
while(ep = readdir(dp)) {
|
|
|
|
if(!strcmp(ep->d_name, ".")) continue;
|
|
|
|
if(!strcmp(ep->d_name, "..")) continue;
|
Update to v094r09 release.
byuu says:
This will easily be the biggest diff in the history of higan. And not in
a good way.
* target-higan and target-loki have been blown away completely
* nall and ruby massively updated
* phoenix replaced with hiro (pretty near a total rewrite)
* target-higan restarted using hiro (just a window for now)
* all emulation cores updated to compile again
* installation changed to not require root privileges (installs locally)
For the foreseeable future (maybe even permanently?), the new higan UI
will only build under Linux/BSD with GTK+ 2.20+. Probably the most
likely route for Windows/OS X will be to try and figure out how to build
hiro/GTK on those platforms, as awful as that would be. The other
alternative would be to produce new UIs for those platforms ... which
would actually be a good opportunity to make something much more user
friendly.
Being that I just started on this a few hours ago, that means that for
at least a few weeks, don't expect to be able to actually play any
games. Right now, you can pretty much just compile the binary and that's
it. It's quite possible that some nall changes didn't produce
compilation errors, but will produce runtime errors. So until the UI can
actually load games, we won't know if anything is broken. But we should
mostly be okay. It was mostly just trim<1> -> trim changes, moving to
Hash::SHA256 (much cleaner), and patching some reckless memory copy
functions enough to compile.
Progress isn't going to be like it was before: I'm now dividing my time
much thinner between studying and other hobbies.
My aim this time is not to produce a binary for everyone to play games
on. Rather, it's to keep the emulator alive. I want to be able to apply
critical patches again. And I would also like the base of the emulator
to live on, for use in other emulator frontends that utilize higan.
2015-02-26 10:10:46 +00:00
|
|
|
if(directory_is_folder(dp, ep)) continue;
|
|
|
|
string name{ep->d_name};
|
|
|
|
if(name.match(pattern)) list.append(std::move(name));
|
2010-09-26 05:09:31 +00:00
|
|
|
}
|
|
|
|
closedir(dp);
|
|
|
|
}
|
|
|
|
return list;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif
|