forked from KolibriOS/kolibrios
30ef1a01d0
- added last game loading TODO: - optimize tile drawing: maybe separate canvas for every tile git-svn-id: svn://kolibrios.org@5248 a494cfbc-eb01-0410-851d-a64ba20cac60
56 lines
1.1 KiB
C
56 lines
1.1 KiB
C
#include "config.h"
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#pragma pack(push,1)
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typedef struct {
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__u32 func;
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__u32 l_off;
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__u32 h_off_flags;
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__u32 size;
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char* data;
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char null;
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char* name;
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} fs_info;
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#pragma pack(pop)
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char path[] = "/sys/games/2048.dat";
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__u8 config_load(config_state* st)
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{
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fs_info cfg = {0};
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cfg.func = 0;
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cfg.size = sizeof(config_state);
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cfg.data = (char*)st;
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cfg.name = path;
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__u32 ret = 0;
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__u32 rnum = 0;
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__asm__ __volatile__("int $0x40":"=a"(ret),"=b"(rnum):
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"a"(70),
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"b"((__u32)(&cfg)):
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"memory");
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return !ret || (rnum == cfg.size);
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}
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__u8 config_save(config_state* st)
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{
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fs_info cfg = {0};
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cfg.func = 2;
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cfg.size = sizeof(config_state);
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cfg.data = (char*)st;
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cfg.name = path;
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__u32 ret = 0;
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__u32 wnum = 0;
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__asm__ __volatile__("int $0x40":"=a"(ret),"=b"(wnum):
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"a"(70),
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"b"((__u32)(&cfg)):
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"memory");
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return !ret || (wnum == cfg.size);
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}
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