// Copyright 2008 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. // Emulator state saving support. #pragma once #include #include #include #include "Common/CommonTypes.h" namespace State { // number of states static const u32 NUM_STATES = 10; struct StateHeader { char gameID[6]; u32 size; double time; }; 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); // 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(); // 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 using AfterLoadCallbackFunc = std::function; void SetOnAfterLoadCallback(AfterLoadCallbackFunc callback); }