Merge pull request #10737 from unknownbrackets/savestate

SaveState: Keep an undo for each slot by default
This commit is contained in:
Henrik Rydgård 2018-03-24 10:18:18 +01:00 committed by GitHub
commit 198d921a9b
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GPG Key ID: 4AEE18F83AFDEB23
5 changed files with 94 additions and 24 deletions

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@ -325,6 +325,14 @@ static bool DefaultCodeGen() {
#endif
}
static bool DefaultEnableStateUndo() {
#ifdef MOBILE_DEVICE
// Off on mobile to save disk space.
return false;
#endif
return true;
}
struct ConfigSectionSettings {
const char *section;
ConfigSetting *settings;
@ -354,6 +362,7 @@ 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, &DefaultEnableStateUndo, 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;

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@ -324,30 +324,46 @@ namespace SaveState
// Slot utilities
std::string AppendSlotTitle(const std::string &filename, const std::string &title) {
if (!endsWith(filename, std::string(".") + STATE_EXTENSION)) {
return title + " (" + filename + ")";
char slotChar = 0;
auto detectSlot = [&](const std::string &ext) {
if (!endsWith(filename, std::string(".") + ext)) {
return false;
}
// Usually these are slots, let's check the slot # after the last '_'.
size_t slotNumPos = filename.find_last_of('_');
if (slotNumPos == filename.npos) {
return false;
}
const size_t extLength = ext.length() + 1;
// If we take out the extension, '_', etc. we should be left with only a single digit.
if (slotNumPos + 1 + extLength != filename.length() - 1) {
return false;
}
slotChar = filename[slotNumPos + 1];
if (slotChar < '0' || slotChar > '8') {
return false;
}
// Change from zero indexed to human friendly.
slotChar++;
return true;
};
if (detectSlot(STATE_EXTENSION)) {
return StringFromFormat("%s (%c)", title.c_str(), slotChar);
}
if (detectSlot(UNDO_STATE_EXTENSION)) {
I18NCategory *sy = GetI18NCategory("System");
// Allow the number to be positioned where it makes sense.
std::string undo = sy->T("undo %c");
return title + " (" + StringFromFormat(undo.c_str(), slotChar) + ")";
}
// Usually these are slots, let's check the slot # after the last '_'.
size_t slotNumPos = filename.find_last_of('_');
if (slotNumPos == filename.npos) {
return title + " (" + filename + ")";
}
const size_t extLength = strlen(STATE_EXTENSION) + 1;
// If we take out the extension, '_', etc. we should be left with only a single digit.
if (slotNumPos + 1 + extLength != filename.length() - 1) {
return title + " (" + filename + ")";
}
std::string slot = filename.substr(slotNumPos + 1, 1);
if (slot[0] < '0' || slot[0] > '8') {
return title + " (" + filename + ")";
}
// Change from zero indexed to human friendly.
slot[0]++;
return title + " (" + slot + ")";
// Couldn't detect, use the filename.
return title + " (" + filename + ")";
}
std::string GetTitle(const std::string &filename) {
@ -411,11 +427,16 @@ 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 +445,9 @@ 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 +457,43 @@ 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);

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@ -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();

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@ -684,6 +684,7 @@ void GameSettingsScreen::CreateViews() {
}
systemSettings->Add(new Choice(sy->T("Restore Default Settings")))->OnClick.Handle(this, &GameSettingsScreen::OnRestoreDefaultSettings);
systemSettings->Add(new CheckBox(&g_Config.bEnableStateUndo, sy->T("Savestate slot backups")));
systemSettings->Add(new CheckBox(&g_Config.bEnableAutoLoad, sy->T("Auto Load Newest Savestate")));
#if defined(USING_WIN_UI)