citra/src/core/loader/loader.h
Emmanuel Gil Peyrot 8fc9c03126 Loader, Frontends: Refactor loader creation and game loading
This allows frontends to keep a single loader and use it multiple times
e.g. for code loading and SMDH parsing.
2016-05-21 17:09:56 +01:00

216 lines
6.1 KiB
C++

// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <algorithm>
#include <initializer_list>
#include <memory>
#include <string>
#include <vector>
#include "common/common_funcs.h"
#include "common/common_types.h"
#include "common/file_util.h"
#include "common/swap.h"
namespace Kernel {
struct AddressMapping;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
// Loader namespace
namespace Loader {
/// File types supported by CTR
enum class FileType {
Error,
Unknown,
CCI,
CXI,
CIA,
ELF,
THREEDSX, //3DSX
};
/**
* Identifies the type of a bootable file based on the magic value in its header.
* @param file open file
* @return FileType of file
*/
FileType IdentifyFile(FileUtil::IOFile& file);
/**
* Identifies the type of a bootable file based on the magic value in its header.
* @param file_name path to file
* @return FileType of file. Note: this will return FileType::Unknown if it is unable to determine
* a filetype, and will never return FileType::Error.
*/
FileType IdentifyFile(const std::string& file_name);
/**
* Guess the type of a bootable file from its extension
* @param extension String extension of bootable file
* @return FileType of file. Note: this will return FileType::Unknown if it is unable to determine
* a filetype, and will never return FileType::Error.
*/
FileType GuessFromExtension(const std::string& extension_);
/**
* Convert a FileType into a string which can be displayed to the user.
*/
const char* GetFileTypeString(FileType type);
/// Return type for functions in Loader namespace
enum class ResultStatus {
Success,
Error,
ErrorInvalidFormat,
ErrorNotImplemented,
ErrorNotLoaded,
ErrorNotUsed,
ErrorAlreadyLoaded,
ErrorMemoryAllocationFailed,
ErrorEncrypted,
};
constexpr u32 MakeMagic(char a, char b, char c, char d) {
return a | b << 8 | c << 16 | d << 24;
}
/// SMDH data structure that contains titles, icons etc. See https://www.3dbrew.org/wiki/SMDH
struct SMDH {
u32_le magic;
u16_le version;
INSERT_PADDING_BYTES(2);
struct Title {
std::array<u16, 0x40> short_title;
std::array<u16, 0x80> long_title;
std::array<u16, 0x40> publisher;
};
std::array<Title, 16> titles;
std::array<u8, 16> ratings;
u32_le region_lockout;
u32_le match_maker_id;
u64_le match_maker_bit_id;
u32_le flags;
u16_le eula_version;
INSERT_PADDING_BYTES(2);
float_le banner_animation_frame;
u32_le cec_id;
INSERT_PADDING_BYTES(8);
std::array<u8, 0x480> small_icon;
std::array<u8, 0x1200> large_icon;
/// indicates the language used for each title entry
enum class TitleLanguage {
Japanese = 0,
English = 1,
French = 2,
German = 3,
Italian = 4,
Spanish = 5,
SimplifiedChinese = 6,
Korean= 7,
Dutch = 8,
Portuguese = 9,
Russian = 10,
TraditionalChinese = 11
};
};
static_assert(sizeof(SMDH) == 0x36C0, "SMDH structure size is wrong");
/// Interface for loading an application
class AppLoader : NonCopyable {
public:
AppLoader(FileUtil::IOFile&& file) : file(std::move(file)) { }
virtual ~AppLoader() { }
/**
* Load the application
* @return ResultStatus result of function
*/
virtual ResultStatus Load() = 0;
/**
* Get the code (typically .code section) of the application
* @param buffer Reference to buffer to store data
* @return ResultStatus result of function
*/
virtual ResultStatus ReadCode(std::vector<u8>& buffer) {
return ResultStatus::ErrorNotImplemented;
}
/**
* Get the icon (typically icon section) of the application
* @param buffer Reference to buffer to store data
* @return ResultStatus result of function
*/
virtual ResultStatus ReadIcon(std::vector<u8>& buffer) {
return ResultStatus::ErrorNotImplemented;
}
/**
* Get the banner (typically banner section) of the application
* @param buffer Reference to buffer to store data
* @return ResultStatus result of function
*/
virtual ResultStatus ReadBanner(std::vector<u8>& buffer) {
return ResultStatus::ErrorNotImplemented;
}
/**
* Get the logo (typically logo section) of the application
* @param buffer Reference to buffer to store data
* @return ResultStatus result of function
*/
virtual ResultStatus ReadLogo(std::vector<u8>& buffer) {
return ResultStatus::ErrorNotImplemented;
}
/**
* Get the RomFS of the application
* Since the RomFS can be huge, we return a file reference instead of copying to a buffer
* @param romfs_file The file containing the RomFS
* @param offset The offset the romfs begins on
* @param size The size of the romfs
* @return ResultStatus result of function
*/
virtual ResultStatus ReadRomFS(std::shared_ptr<FileUtil::IOFile>& romfs_file, u64& offset, u64& size) {
return ResultStatus::ErrorNotImplemented;
}
protected:
FileUtil::IOFile file;
bool is_loaded = false;
};
/**
* Common address mappings found in most games, used for binary formats that don't have this
* information.
*/
extern const std::initializer_list<Kernel::AddressMapping> default_address_mappings;
/**
* Get a loader for a file with a specific type
* @param file The file to load
* @param type The type of the file
* @param filename the file name (without path)
* @param filepath the file full path (with name)
* @return std::unique_ptr<AppLoader> a pointer to a loader object; nullptr for unsupported type
*/
std::unique_ptr<AppLoader> GetLoader(FileUtil::IOFile&& file, FileType type, const std::string& filename, const std::string& filepath);
/**
* Identifies a bootable file and return a suitable loader
* @param filename String filename of bootable file
* @return best loader for this file
*/
std::unique_ptr<AppLoader> GetFileLoader(const std::string& filename);
} // namespace