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Ryujinx/Ryujinx.HLE/Loaders/Npdm/KernelAccessControl.cs
Xpl0itR da4e0856c9 Add features to GUI (#757)
* controller image changes depending on the selected controller type

the new controller image assets are temporary until i get new ones

* Game list scans subdirs for games

* Key file existence check

* Only shows Program NCAs in Application list

* Change shown GUI columns without restarting

* Sort by column if you click on the column header

Columns are sorted as text so there are inaccuracies on some columns

* Fix sort on Time Played, Last Played and File Size columns

* Add ability to designate favourite games #1

TODO:
- Make fav games persistent
- Fix invisible check marks due to theme

* Add ability to designate favourite games #2

Also removed default theme

* Added a Windows specific build condition and a Linux bug fix

* bugfix

* Load metadata from JSONs

* Temp bug fix for MacOS

* lil clean up

* requested changes

* Misc fixes

* edited schema and config

* Show the TitleID of games on the title bar

* gui column config option have names

* Async loading of game list

* bugfix and cleanup

* thog's requested changes

* requested changes and cleanup

still need to fix the gtk seizure

* Fix issue where an ExeFS as a NSP didn't show up in the application list

* Minor fixes

* catch glib unhandled exceptions

* Make sure to do UI manipulation in the main thread

* Print path of invalid files

* Ac_k's requested changes

* Return of the dark theme

* move AboutInfo struct to another file

* sort usings

* changes

- gdkchan's requested changes that have been marked resolved
- made some structs internal as they aren't used outside of the GUI
- renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure
- fixed bug where controller type dropdown box is stretched
2019-11-29 15:32:51 +11:00

23 lines
574 B
C#

using System.IO;
namespace Ryujinx.HLE.Loaders.Npdm
{
public class KernelAccessControl
{
public int[] Capabilities { get; private set; }
public KernelAccessControl(Stream stream, int offset, int size)
{
stream.Seek(offset, SeekOrigin.Begin);
Capabilities = new int[size / 4];
BinaryReader reader = new BinaryReader(stream);
for (int index = 0; index < Capabilities.Length; index++)
{
Capabilities[index] = reader.ReadInt32();
}
}
}
}