Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
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MultiDvdArchive.hh
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#pragma once
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#include "game/system/DvdArchive.hh"
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const
char
*
const
SZS_EXTENSION =
".szs"
;
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namespace
System
{
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class
MultiDvdArchive
{
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public
:
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enum class
Format {
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Double,
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Single,
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None,
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};
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MultiDvdArchive
(
u16
archiveCount = 1);
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~MultiDvdArchive
();
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void
*getFile(
const
char
*filename,
size_t
*size)
const
;
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void
load(
const
char
*filename);
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void
load(
const
MultiDvdArchive
*other);
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void
rip(
const
char
*filename);
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void
clear();
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void
unmount();
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[[nodiscard]]
bool
isLoaded()
const
;
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[[nodiscard]]
u16
rippedArchiveCount()
const
;
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private
:
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DvdArchive
*m_archives;
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void
**m_fileStarts;
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size_t
*m_fileSizes;
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char
**m_suffixes;
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Format *m_formats;
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u16
m_archiveCount;
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};
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}
// namespace System
System::DvdArchive
Definition
DvdArchive.hh:7
System::MultiDvdArchive
Definition
MultiDvdArchive.hh:9
uint16_t
System
High-level handling for generic system operations, such as input reading, race configuration,...
Definition
CourseMap.cc:5
game
system
MultiDvdArchive.hh
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