mirror of
https://github.com/hrydgard/ppsspp.git
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114 lines
4.1 KiB
C++
114 lines
4.1 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#include <functional>
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#include <string>
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#include <vector>
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#include "Common/File/Path.h"
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#include "Common/Serialize/Serializer.h"
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namespace SaveState
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{
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enum class Status {
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FAILURE,
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WARNING,
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SUCCESS,
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};
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typedef std::function<void(Status status, const std::string &message, void *cbUserData)> Callback;
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static const int NUM_SLOTS = 5;
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static const char *STATE_EXTENSION = "ppst";
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static const char *SCREENSHOT_EXTENSION = "jpg";
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static const char *UNDO_STATE_EXTENSION = "undo.ppst";
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static const char *UNDO_SCREENSHOT_EXTENSION = "undo.jpg";
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static const char *LOAD_UNDO_NAME = "load_undo.ppst";
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void Init();
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void Shutdown();
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// Cycle through the 5 savestate slots
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void PrevSlot();
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void NextSlot();
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void SaveSlot(const Path &gameFilename, int slot, Callback callback, void *cbUserData = 0);
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void LoadSlot(const Path &gameFilename, int slot, Callback callback, void *cbUserData = 0);
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bool UndoSaveSlot(const Path &gameFilename, int slot);
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bool UndoLastSave(const Path &gameFilename);
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bool UndoLoad(const Path &gameFilename, Callback callback, void *cbUserData = 0);
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// Checks whether there's an existing save in the specified slot.
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bool HasSaveInSlot(const Path &gameFilename, int slot);
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bool HasUndoSaveInSlot(const Path &gameFilename, int slot);
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bool HasUndoLastSave(const Path &gameFilename);
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bool HasUndoLoad(const Path &gameFilename);
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bool HasScreenshotInSlot(const Path &gameFilename, int slot);
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int GetCurrentSlot();
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// Returns -1 if there's no oldest/newest slot.
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int GetNewestSlot(const Path &gameFilename);
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int GetOldestSlot(const Path &gameFilename);
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std::string GetSlotDateAsString(const Path &gameFilename, int slot);
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std::string GenerateFullDiscId(const Path &gameFilename);
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Path GenerateSaveSlotFilename(const Path &gameFilename, int slot, const char *extension);
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std::string GetTitle(const Path &filename);
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// Load the specified file into the current state (async.)
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// Warning: callback will be called on a different thread.
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void Load(const Path &filename, int slot, Callback callback = Callback(), void *cbUserData = 0);
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// Save the current state to the specified file (async.)
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// Warning: callback will be called on a different thread.
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void Save(const Path &filename, int slot, Callback callback = Callback(), void *cbUserData = 0);
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CChunkFileReader::Error SaveToRam(std::vector<u8> &state);
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CChunkFileReader::Error LoadFromRam(std::vector<u8> &state, std::string *errorString);
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// For testing / automated tests. Runs a save state verification pass (async.)
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// Warning: callback will be called on a different thread.
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void Verify(Callback callback = Callback(), void *cbUserData = 0);
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// To go back to a previous snapshot (only if enabled.)
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// Warning: callback will be called on a different thread.
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void Rewind(Callback callback = Callback(), void *cbUserData = 0);
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// Returns true if there are rewind snapshots available.
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bool CanRewind();
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// Returns true if a savestate has been used during this session.
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bool HasLoadedState();
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// Returns true if the state has been reused instead of real saves many times.
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bool IsStale();
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// Returns true if state is from an older PPSSPP version.
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bool IsOldVersion();
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// Check if there's any save stating needing to be done. Normally called once per frame.
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void Process();
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// Notify save state code that new save data has been written.
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void NotifySaveData();
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// Cleanup by triggering a restart if needed.
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void Cleanup();
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};
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