filesystem: Add CreateFactories methods to fs
Allows frontend to create registration caches for use before a game has booted.
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3 changed files with 12 additions and 10 deletions
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@ -345,16 +345,15 @@ void CreateFactories(const FileSys::VirtualFilesystem& vfs, bool overwrite) {
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if (bis_factory == nullptr)
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bis_factory = std::make_unique<FileSys::BISFactory>(nand_directory);
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auto savedata = std::make_unique<FileSys::SaveDataFactory>(std::move(nand_directory));
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save_data_factory = std::move(savedata);
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auto sdcard = std::make_unique<FileSys::SDMCFactory>(std::move(sd_directory));
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sdmc_factory = std::move(sdcard);
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if (save_data_factory == nullptr)
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save_data_factory = std::make_unique<FileSys::SaveDataFactory>(std::move(nand_directory));
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if (sdmc_factory == nullptr)
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sdmc_factory = std::make_unique<FileSys::SDMCFactory>(std::move(sd_directory));
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}
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void InstallInterfaces(SM::ServiceManager& service_manager, const FileSys::VirtualFilesystem& vfs) {
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RegisterFileSystems(vfs);
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romfs_factory = nullptr;
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CreateFactories(vfs, false);
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std::make_shared<FSP_LDR>()->InstallAsService(service_manager);
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std::make_shared<FSP_PR>()->InstallAsService(service_manager);
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std::make_shared<FSP_SRV>()->InstallAsService(service_manager);
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@ -46,8 +46,12 @@ ResultVal<FileSys::VirtualDir> OpenSDMC();
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std::shared_ptr<FileSys::RegisteredCache> GetSystemNANDContents();
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std::shared_ptr<FileSys::RegisteredCache> GetUserNANDContents();
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std::shared_ptr<FileSys::RegisteredCache> GetSDMCContents();
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// Creates the SaveData, SDMC, and BIS Factories. Should be called once and before any function
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// above is called.
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void CreateFactories(const FileSys::VirtualFilesystem& vfs, bool overwrite = true);
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/// Registers all Filesystem services with the specified service manager.
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void InstallInterfaces(SM::ServiceManager& service_manager, const FileSys::VirtualFilesystem& vfs);
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// A class that wraps a VfsDirectory with methods that return ResultVal and ResultCode instead of
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@ -122,8 +122,7 @@ GMainWindow::GMainWindow()
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show();
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// Necessary to load titles from nand in gamelist.
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Service::FileSystem::RegisterBIS(std::make_unique<FileSys::BISFactory>(vfs->OpenDirectory(
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FileUtil::GetUserPath(FileUtil::UserPath::NANDDir), FileSys::Mode::ReadWrite)));
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Service::FileSystem::CreateFactories(vfs);
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game_list->PopulateAsync(UISettings::values.gamedir, UISettings::values.gamedir_deepscan);
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// Show one-time "callout" messages to the user
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