ppsspp/Core/SaveState.h
2018-03-17 23:18:25 -07:00

85 lines
3.3 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/.
#include <functional>
#include <string>
#include <vector>
#include "Common/ChunkFile.h"
namespace SaveState
{
typedef std::function<void(bool status, const std::string &message, void *cbUserData)> Callback;
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();
// Cycle through the 5 savestate slots
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();
// Returns -1 if there's no newest slot.
int GetNewestSlot(const std::string &gameFilename);
std::string GetSlotDateAsString(const std::string &gameFilename, int slot);
std::string GenerateSaveSlotFilename(const std::string &gameFilename, int slot, const char *extension);
std::string GetTitle(const std::string &filename);
// Load the specified file into the current state (async.)
// Warning: callback will be called on a different thread.
void Load(const std::string &filename, 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 std::string &filename, Callback callback = Callback(), void *cbUserData = 0);
CChunkFileReader::Error SaveToRam(std::vector<u8> &state);
CChunkFileReader::Error LoadFromRam(std::vector<u8> &state);
// 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();
// Check if there's any save stating needing to be done. Normally called once per frame.
void Process();
};