dolphin/Source/Core/DiscIO/Src/NANDContentLoader.h
Shawn Hoffman d210fbac2c Wii images can now be scrubbed and compressed (my z:tp wii is now 1.08GB :D )
Currently scrubbing will display a warning that it removes the garbage data PERMENENTLY from the original file (mainly for speed of scrubbing). It could be removed in the future if people agree with me, since it is indeed just garbage.
Any tips for making scrubbing faster would be welcomed :)

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3267 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-05-21 19:19:15 +00:00

96 lines
2.4 KiB
C++

// Copyright (C) 2003-2009 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef _NAND_CONTENT_LOADER_H
#define _NAND_CONTENT_LOADER_H
#include <string>
#include <vector>
#include <map>
#include "Common.h"
#include "Blob.h"
#include "Volume.h"
namespace DiscIO
{
struct SNANDContent
{
u32 m_ContentID;
u16 m_Index;
u16 m_Type;
u32 m_Size;
u8 m_SHA1Hash[20];
u8* m_pData;
};
// pure virtual interface so just the NANDContentManager can create these files only
class INANDContentLoader
{
public:
INANDContentLoader() {}
virtual ~INANDContentLoader() {}
virtual bool IsValid() const = 0;
virtual u64 GetTitleID() const = 0;
virtual u32 GetBootIndex() const = 0;
virtual size_t GetContentSize() const = 0;
virtual const SNANDContent* GetContentByIndex(int _Index) const = 0;
virtual const u8* GetTicket() const = 0;
virtual const std::vector<SNANDContent>& GetContent() const = 0;
virtual const u16 GetTitleVersion() const = 0;
virtual const u16 GetNumEntries() const = 0;
virtual const DiscIO::IVolume::ECountry GetCountry() const = 0;
enum
{
TICKET_VIEW_SIZE = 0x58
};
};
// we open the NAND Content files to often... lets cache them
class CNANDContentManager
{
public:
static CNANDContentManager& Access() { return m_Instance; }
const INANDContentLoader& GetNANDLoader(const std::string& _rName);
static bool IsWiiWAD(const std::string& _rName);
private:
CNANDContentManager() {};
~CNANDContentManager();
static CNANDContentManager m_Instance;
typedef std::map<std::string, INANDContentLoader*> CNANDContentMap;
CNANDContentMap m_Map;
};
}
#endif