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authorGravatar Subv <subv2112@gmail.com>2014-12-16 00:33:41 -0500
committerGravatar Subv <subv2112@gmail.com>2014-12-17 19:21:38 -0500
commitea9ce0fba776eef8f9e4f3a86e71256091732a14 (patch)
tree9e698ba00993a4aff1df4d60f9fcf3cf135ee76c /src/common/file_util.cpp
parente6f440ea7f4d5f8c075a5735747ef8facbb4699a (diff)
Filesystem/Archives: Implemented the SaveData archive
The savedata for each game is stored in /savedata/<ProgramID> for NCCH files. ELF files and 3DSX files use the folder 0 because they have no ID information Got rid of the code duplication in File and Directory Files that deal with the host machine's file system now live in DiskFile, similarly for directories and DiskDirectory and archives with DiskArchive. FS_U: Use the correct error code when a file wasn't found
Diffstat (limited to 'src/common/file_util.cpp')
-rw-r--r--src/common/file_util.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/common/file_util.cpp b/src/common/file_util.cpp
index 88c46c11..42cdf326 100644
--- a/src/common/file_util.cpp
+++ b/src/common/file_util.cpp
@@ -676,6 +676,7 @@ const std::string& GetUserPath(const unsigned int DirIDX, const std::string &new
paths[D_MAPS_IDX] = paths[D_USER_IDX] + MAPS_DIR DIR_SEP;
paths[D_CACHE_IDX] = paths[D_USER_IDX] + CACHE_DIR DIR_SEP;
paths[D_SDMC_IDX] = paths[D_USER_IDX] + SDMC_DIR DIR_SEP;
+ paths[D_SAVEDATA_IDX] = paths[D_USER_IDX] + SAVEDATA_DIR DIR_SEP;
paths[D_SYSDATA_IDX] = paths[D_USER_IDX] + SYSDATA_DIR DIR_SEP;
paths[D_SHADERCACHE_IDX] = paths[D_USER_IDX] + SHADERCACHE_DIR DIR_SEP;
paths[D_SHADERS_IDX] = paths[D_USER_IDX] + SHADERS_DIR DIR_SEP;
@@ -718,6 +719,7 @@ const std::string& GetUserPath(const unsigned int DirIDX, const std::string &new
paths[D_MAPS_IDX] = paths[D_USER_IDX] + MAPS_DIR DIR_SEP;
paths[D_CACHE_IDX] = paths[D_USER_IDX] + CACHE_DIR DIR_SEP;
paths[D_SDMC_IDX] = paths[D_USER_IDX] + SDMC_DIR DIR_SEP;
+ paths[D_SAVEDATA_IDX] = paths[D_USER_IDX] + SAVEDATA_DIR DIR_SEP;
paths[D_SHADERCACHE_IDX] = paths[D_USER_IDX] + SHADERCACHE_DIR DIR_SEP;
paths[D_SHADERS_IDX] = paths[D_USER_IDX] + SHADERS_DIR DIR_SEP;
paths[D_STATESAVES_IDX] = paths[D_USER_IDX] + STATESAVES_DIR DIR_SEP;