switch-examples/fs/save/source/main.c

137 lines
4.4 KiB
C

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