/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ // Disable printf override in common/forbidden.h to avoid // clashes with pspdebug.h from the PSP SDK. // That header file uses // __attribute__((format(printf,1,2))); // which gets messed up by our override mechanism; this could // be avoided by either changing the PSP SDK to use the equally // legal and valid // __attribute__((format(__printf__,1,2))); // or by refining our printf override to use a varadic macro // (which then wouldn't be portable, though). // Anyway, for now we just disable the printf override globally // for the PSP port #define FORBIDDEN_SYMBOL_EXCEPTION_printf #include "common/scummsys.h" #ifdef __PSP__ #include "backends/saves/psp/psp-saves.h" #include "backends/platform/psp/powerman.h" #include "common/config-manager.h" #include "common/savefile.h" #include #define PSP_DEFAULT_SAVE_PATH "ms0:/scummvm_savegames" PSPSaveFileManager::PSPSaveFileManager() { // Register default savepath ConfMan.registerDefault("savepath", PSP_DEFAULT_SAVE_PATH); } /* PSPSaveFileManager::PSPSaveFileManager(const Common::String &defaultSavepath) : DefaultSaveFileManager(defaultSavepath) { } */ void PSPSaveFileManager::checkPath(const Common::FSNode &dir) { const char *savePath = dir.getPath().c_str(); clearError(); PowerMan.beginCriticalSection(); //check if the save directory exists SceUID fd = sceIoDopen(savePath); if (fd < 0) { //No? then let's create it. sceIoMkdir(savePath, 0777); } else { //it exists, so close it again. sceIoDclose(fd); } PowerMan.endCriticalSection(); } #endif