ppsspp/Core/SaveState.h
2024-10-17 21:09:04 +02:00

115 lines
4.2 KiB
C++

// Copyright (c) 2012- PPSSPP Project.
// 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, version 2.0 or later versions.
// 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 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include <functional>
#include <string>
#include <string_view>
#include <vector>
#include "Common/File/Path.h"
#include "Common/Serialize/Serializer.h"
namespace SaveState
{
enum class Status {
FAILURE,
WARNING,
SUCCESS,
};
typedef std::function<void(Status status, std::string_view message, void *cbUserData)> Callback;
static const int NUM_SLOTS = 5;
static const char * const STATE_EXTENSION = "ppst";
static const char * const SCREENSHOT_EXTENSION = "jpg";
static const char * const UNDO_STATE_EXTENSION = "undo.ppst";
static const char * const UNDO_SCREENSHOT_EXTENSION = "undo.jpg";
static const char * const LOAD_UNDO_NAME = "load_undo.ppst";
void Init();
void Shutdown();
// Cycle through the 5 savestate slots
void PrevSlot();
void NextSlot();
void SaveSlot(const Path &gameFilename, int slot, Callback callback, void *cbUserData = 0);
void LoadSlot(const Path &gameFilename, int slot, Callback callback, void *cbUserData = 0);
bool UndoSaveSlot(const Path &gameFilename, int slot);
bool UndoLastSave(const Path &gameFilename);
bool UndoLoad(const Path &gameFilename, Callback callback, void *cbUserData = 0);
// Checks whether there's an existing save in the specified slot.
bool HasSaveInSlot(const Path &gameFilename, int slot);
bool HasUndoSaveInSlot(const Path &gameFilename, int slot);
bool HasUndoLastSave(const Path &gameFilename);
bool HasUndoLoad(const Path &gameFilename);
bool HasScreenshotInSlot(const Path &gameFilename, int slot);
int GetCurrentSlot();
// Returns -1 if there's no oldest/newest slot.
int GetNewestSlot(const Path &gameFilename);
int GetOldestSlot(const Path &gameFilename);
std::string GetSlotDateAsString(const Path &gameFilename, int slot);
std::string GenerateFullDiscId(const Path &gameFilename);
Path GenerateSaveSlotFilename(const Path &gameFilename, int slot, const char *extension);
std::string GetTitle(const Path &filename);
// Load the specified file into the current state (async.)
// Warning: callback will be called on a different thread.
void Load(const Path &filename, int slot, Callback callback = Callback(), void *cbUserData = 0);
// Save the current state to the specified file (async.)
// Warning: callback will be called on a different thread.
void Save(const Path &filename, int slot, Callback callback = Callback(), void *cbUserData = 0);
CChunkFileReader::Error SaveToRam(std::vector<u8> &state);
CChunkFileReader::Error LoadFromRam(std::vector<u8> &state, std::string *errorString);
// For testing / automated tests. Runs a save state verification pass (async.)
// Warning: callback will be called on a different thread.
void Verify(Callback callback = Callback(), void *cbUserData = 0);
// To go back to a previous snapshot (only if enabled.)
// Warning: callback will be called on a different thread.
void Rewind(Callback callback = Callback(), void *cbUserData = 0);
// Returns true if there are rewind snapshots available.
bool CanRewind();
// Returns true if a savestate has been used during this session.
bool HasLoadedState();
// Returns true if the state has been reused instead of real saves many times.
bool IsStale();
// Returns true if state is from an older PPSSPP version.
bool IsOldVersion();
// Check if there's any save stating needing to be done. Normally called once per frame.
bool Process();
// Notify save state code that new save data has been written.
void NotifySaveData();
// Cleanup by triggering a restart if needed.
void Cleanup();
};