// Copyright 2008 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later // Emulator state saving support. #pragma once #include #include #include #include #include "Common/CommonTypes.h" namespace State { // number of states static const u32 NUM_STATES = 10; struct StateHeader { char gameID[6]; u16 reserved1; u32 size; u32 reserved2; double time; }; constexpr size_t STATE_HEADER_SIZE = sizeof(StateHeader); static_assert(STATE_HEADER_SIZE == 24); static_assert(offsetof(StateHeader, size) == 8); static_assert(offsetof(StateHeader, time) == 16); void Init(); void Shutdown(); void EnableCompression(bool compression); bool ReadHeader(const std::string& filename, StateHeader& header); // Returns a string containing information of the savestate in the given slot // which can be presented to the user for identification purposes std::string GetInfoStringOfSlot(int slot, bool translate = true); // Returns when the savestate in the given slot was created, or 0 if the slot is empty. u64 GetUnixTimeOfSlot(int slot); // These don't happen instantly - they get scheduled as events. // ...But only if we're not in the main CPU thread. // If we're in the main CPU thread then they run immediately instead // because some things (like Lua) need them to run immediately. // Slots from 0-99. void Save(int slot, bool wait = false); void Load(int slot); void SaveAs(const std::string& filename, bool wait = false); void LoadAs(const std::string& filename); void SaveToBuffer(std::vector& buffer); void LoadFromBuffer(std::vector& buffer); void LoadLastSaved(int i = 1); void SaveFirstSaved(); void UndoSaveState(); void UndoLoadState(); // for calling back into UI code without introducing a dependency on it in core using AfterLoadCallbackFunc = std::function; void SetOnAfterLoadCallback(AfterLoadCallbackFunc callback); } // namespace State