// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. // Emulator state saving support. #pragma once #include #include namespace State { // number of states static const u32 NUM_STATES = 10; struct StateHeader { u8 gameID[6]; u32 size; double time; }; void Init(); void Shutdown(); void EnableCompression(bool compression); bool ReadHeader(const std::string& filename, StateHeader& header); // 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 Verify(int slot); void SaveAs(const std::string &filename, bool wait = false); void LoadAs(const std::string &filename); void VerifyAt(const std::string &filename); void SaveToBuffer(std::vector& buffer); void LoadFromBuffer(std::vector& buffer); void VerifyBuffer(std::vector& buffer); void LoadLastSaved(int i = 1); void SaveFirstSaved(); void UndoSaveState(); void UndoLoadState(); // wait until previously scheduled savestate event (if any) is done void Flush(); // for calling back into UI code without introducing a dependency on it in core typedef void(*CallbackFunc)(void); void SetOnAfterLoadCallback(CallbackFunc callback); }