// Copyright (C) 2003 Dolphin 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. // 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 SVN repository and contact information can be found at // http://code.google.com/p/dolphin-emu/ // Emulator state saving support. #ifndef _STATE_H_ #define _STATE_H_ #include #include namespace State { void Init(); void Shutdown(); void EnableCompression(bool compression); // 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); void Load(int slot); void Verify(int slot); void SaveAs(const std::string &filename); 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(); 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); } #endif