mirror of
https://github.com/switchbrew/switch-examples.git
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137 lines
4.4 KiB
C
137 lines
4.4 KiB
C
#include <string.h>
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#include <stdio.h>
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#include <dirent.h>
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#include <switch.h>
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//This example shows how to access savedata for (official) applications/games.
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Result get_save(u64 *application_id, AccountUid *uid) {
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Result rc=0;
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FsSaveDataInfoReader reader;
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s64 total_entries=0;
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FsSaveDataInfo info;
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bool found=0;
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rc = fsOpenSaveDataInfoReader(&reader, FsSaveDataSpaceId_User);//See libnx fs.h.
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if (R_FAILED(rc)) {
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printf("fsOpenSaveDataInfoReader() failed: 0x%x\n", rc);
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return rc;
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}
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//Find the first savedata with FsSaveDataType_SaveData.
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while(1) {
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rc = fsSaveDataInfoReaderRead(&reader, &info, 1, &total_entries);//See libnx fs.h.
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if (R_FAILED(rc) || total_entries==0) break;
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if (info.save_data_type == FsSaveDataType_Account) {//Filter by FsSaveDataType_Account, however note that FsSaveDataSpaceId_User can have non-FsSaveDataType_Account.
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*application_id = info.application_id;
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*uid = info.uid;
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found = 1;
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break;
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}
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}
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fsSaveDataInfoReaderClose(&reader);
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if (R_SUCCEEDED(rc) && !found) return MAKERESULT(Module_Libnx, LibnxError_NotFound);
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return rc;
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}
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int main(int argc, char **argv)
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{
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Result rc=0;
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DIR* dir;
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struct dirent* ent;
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AccountUid uid={0};
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u64 application_id=0x01007ef00011e000;//ApplicationId of the save to mount, in this case BOTW.
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consoleInit(NULL);
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// Configure our supported input layout: a single player with standard controller styles
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padConfigureInput(1, HidNpadStyleSet_NpadStandard);
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// Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller)
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PadState pad;
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padInitializeDefault(&pad);
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//Get the userID for save mounting. To mount common savedata, use an all-zero userID.
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//Try to find savedata to use with get_save() first, otherwise fallback to the above hard-coded TID + the userID from accountGetPreselectedUser(). Note that you can use either method.
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//See the account example for getting account info for an userID.
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//See also the app_controldata example for getting info for an application_id.
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if (R_FAILED(get_save(&application_id, &uid))) {
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rc = accountInitialize(AccountServiceType_Application);
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if (R_FAILED(rc)) {
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printf("accountInitialize() failed: 0x%x\n", rc);
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}
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if (R_SUCCEEDED(rc)) {
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rc = accountGetPreselectedUser(&uid);
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accountExit();
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if (R_FAILED(rc)) {
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printf("accountGetPreselectedUser() failed: 0x%x\n", rc);
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}
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}
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}
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if (R_SUCCEEDED(rc)) {
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printf("Using application_id=0x%016lx uid: 0x%lx 0x%lx\n", application_id, uid.uid[1], uid.uid[0]);
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}
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//You can use any device-name. If you want multiple saves mounted at the same time, you must use different device-names for each one.
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if (R_SUCCEEDED(rc)) {
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rc = fsdevMountSaveData("save", application_id, uid);//See also libnx fs.h/fs_dev.h
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if (R_FAILED(rc)) {
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printf("fsdevMountSaveData() failed: 0x%x\n", rc);
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}
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}
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//At this point you can use the mounted device with standard stdio.
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//After modifying savedata, in order for the changes to take affect you must use: rc = fsdevCommitDevice("save");
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//See also libnx fs_dev.h for fsdevCommitDevice.
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if (R_SUCCEEDED(rc)) {
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dir = opendir("save:/");//Open the "save:/" directory.
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if(dir==NULL)
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{
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printf("Failed to open dir.\n");
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}
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else
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{
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printf("Dir-listing for 'save:/':\n");
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while ((ent = readdir(dir)))
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{
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printf("d_name: %s\n", ent->d_name);
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}
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closedir(dir);
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printf("Done.\n");
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}
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//When you are done with savedata, you can use the below.
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//Any devices still mounted at app exit are automatically unmounted.
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fsdevUnmountDevice("save");
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}
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// Main loop
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while(appletMainLoop())
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{
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// Scan the gamepad. This should be done once for each frame
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padUpdate(&pad);
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// padGetButtonsDown returns the set of buttons that have been newly pressed in this frame compared to the previous one
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u64 kDown = padGetButtonsDown(&pad);
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if (kDown & HidNpadButton_Plus) break; // break in order to return to hbmenu
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consoleUpdate(NULL);
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}
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consoleExit(NULL);
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return 0;
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}
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