SaveState: Keep an undo for each slot by default.

This commit is contained in:
Unknown W. Brackets 2018-03-17 14:00:06 -07:00
parent a966403def
commit 2ee8dd7752
4 changed files with 47 additions and 2 deletions

View File

@ -354,6 +354,7 @@ static ConfigSetting generalSettings[] = {
ConfigSetting("DumpAudio", &g_Config.bDumpAudio, false),
ConfigSetting("SaveLoadResetsAVdumping", &g_Config.bSaveLoadResetsAVdumping, false),
ConfigSetting("StateSlot", &g_Config.iCurrentStateSlot, 0, true, true),
ConfigSetting("EnableStateUndo", &g_Config.bEnableStateUndo, true, true, true),
ConfigSetting("RewindFlipFrequency", &g_Config.iRewindFlipFrequency, 0, true, true),
ConfigSetting("GridView1", &g_Config.bGridView1, true),

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@ -199,6 +199,7 @@ public:
int iMaxRecent;
int iCurrentStateSlot;
int iRewindFlipFrequency;
bool bEnableStateUndo;
bool bEnableAutoLoad;
bool bEnableCheats;
bool bReloadCheats;

View File

@ -411,11 +411,16 @@ namespace SaveState
{
std::string fn = GenerateSaveSlotFilename(gameFilename, slot, STATE_EXTENSION);
std::string shot = GenerateSaveSlotFilename(gameFilename, slot, SCREENSHOT_EXTENSION);
std::string fnUndo = GenerateSaveSlotFilename(gameFilename, slot, UNDO_STATE_EXTENSION);
std::string shotUndo = GenerateSaveSlotFilename(gameFilename, slot, UNDO_SCREENSHOT_EXTENSION);
if (!fn.empty()) {
auto renameCallback = [=](bool status, const std::string &message, void *data) {
if (status) {
if (File::Exists(fn)) {
File::Delete(fn);
if (File::Exists(fnUndo) && g_Config.bEnableStateUndo) {
File::Delete(fnUndo);
}
if (File::Exists(fn) && g_Config.bEnableStateUndo) {
File::Rename(fn, fnUndo);
}
File::Rename(fn + ".tmp", fn);
}
@ -424,6 +429,9 @@ namespace SaveState
}
};
// Let's also create a screenshot.
if (File::Exists(shot) && g_Config.bEnableStateUndo) {
File::Rename(shot, shotUndo);
}
SaveScreenshot(shot, Callback(), 0);
Save(fn + ".tmp", renameCallback, cbUserData);
} else {
@ -433,12 +441,43 @@ namespace SaveState
}
}
bool UndoSaveSlot(const std::string &gameFilename, int slot) {
std::string fn = GenerateSaveSlotFilename(gameFilename, slot, STATE_EXTENSION);
std::string shot = GenerateSaveSlotFilename(gameFilename, slot, SCREENSHOT_EXTENSION);
std::string fnUndo = GenerateSaveSlotFilename(gameFilename, slot, UNDO_STATE_EXTENSION);
std::string shotUndo = GenerateSaveSlotFilename(gameFilename, slot, UNDO_SCREENSHOT_EXTENSION);
// Do nothing if there's no undo.
if (File::Exists(fnUndo)) {
// Swap them so they can undo again to redo. Mistakes happen.
if (File::Exists(shotUndo)) {
File::Rename(shot, shot + ".tmp");
File::Rename(shotUndo, shot);
File::Rename(shot + ".tmp", shotUndo);
}
File::Rename(fn, fn + ".tmp");
File::Rename(fnUndo, fn);
File::Rename(fn + ".tmp", fnUndo);
return true;
}
return false;
}
bool HasSaveInSlot(const std::string &gameFilename, int slot)
{
std::string fn = GenerateSaveSlotFilename(gameFilename, slot, STATE_EXTENSION);
return File::Exists(fn);
}
bool HasUndoSaveInSlot(const std::string &gameFilename, int slot)
{
std::string fn = GenerateSaveSlotFilename(gameFilename, slot, STATE_EXTENSION);
return File::Exists(fn + ".undo");
}
bool HasScreenshotInSlot(const std::string &gameFilename, int slot)
{
std::string fn = GenerateSaveSlotFilename(gameFilename, slot, SCREENSHOT_EXTENSION);

View File

@ -28,6 +28,8 @@ namespace SaveState
static const int NUM_SLOTS = 5;
static const char *STATE_EXTENSION = "ppst";
static const char *SCREENSHOT_EXTENSION = "jpg";
static const char *UNDO_STATE_EXTENSION = "undo.ppst";
static const char *UNDO_SCREENSHOT_EXTENSION = "undo.jpg";
void Init();
void Shutdown();
@ -36,8 +38,10 @@ namespace SaveState
void NextSlot();
void SaveSlot(const std::string &gameFilename, int slot, Callback callback, void *cbUserData = 0);
void LoadSlot(const std::string &gameFilename, int slot, Callback callback, void *cbUserData = 0);
bool UndoSaveSlot(const std::string &gameFilename, int slot);
// Checks whether there's an existing save in the specified slot.
bool HasSaveInSlot(const std::string &gameFilename, int slot);
bool HasUndoSaveInSlot(const std::string &gameFilename, int slot);
bool HasScreenshotInSlot(const std::string &gameFilename, int slot);
int GetCurrentSlot();