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121 lines
3.6 KiB
C++
121 lines
3.6 KiB
C++
// Copyright 2008 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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// Emulator state saving support.
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#pragma once
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#include <cstddef>
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#include <functional>
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#include <string>
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#include <type_traits>
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#include <vector>
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#include "Common/CommonTypes.h"
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namespace Core
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{
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class System;
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}
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namespace State
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{
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// number of states
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static const u32 NUM_STATES = 10;
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struct StateHeaderLegacy
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{
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char game_id[6];
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char reserved1[2];
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u32 lzo_size = 0; // Must be zero for new states. Used to support legacy decompression algorithm.
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char reserved2[4];
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double time;
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};
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constexpr size_t STATE_HEADER_SIZE = sizeof(StateHeaderLegacy);
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static_assert(STATE_HEADER_SIZE == 24);
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static_assert(offsetof(StateHeaderLegacy, lzo_size) == 8);
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static_assert(offsetof(StateHeaderLegacy, time) == 16);
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static_assert(std::is_trivially_copyable_v<StateHeaderLegacy>);
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struct StateHeaderVersion
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{
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u32 version_cookie;
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u32 version_string_length;
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};
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static_assert(std::is_trivially_copyable_v<StateHeaderVersion>);
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struct StateHeader
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{
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StateHeaderLegacy legacy_header;
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StateHeaderVersion version_header;
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std::string version_string;
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};
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enum CompressionType : u16
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{
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Uncompressed = 0,
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LZ4 = 1,
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// Add new compression types after this, as the compression type
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// is numerically stored in the state file.
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};
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struct StateExtendedBaseHeader
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{
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u16 header_version;
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u16 compression_type;
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u32 payload_offset;
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u64 uncompressed_size;
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};
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constexpr size_t EXTENDED_BASE_HEADER_SIZE = sizeof(StateExtendedBaseHeader);
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static_assert(EXTENDED_BASE_HEADER_SIZE == 16);
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static_assert(offsetof(StateExtendedBaseHeader, payload_offset) == 4);
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static_assert(offsetof(StateExtendedBaseHeader, uncompressed_size) == 8);
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static_assert(std::is_trivially_copyable_v<StateExtendedBaseHeader>);
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struct StateExtendedHeader
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{
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StateExtendedBaseHeader base_header;
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// Feel free to add new fields here, adjusting COMPRESSED_DATA_OFFSET accordingly, as well as
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// CreateExtendedHeader(). Add the appropriate IOFile read/write calls within LoadFileStateData()
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// and WriteHeadersToFile()
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};
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void Init(Core::System& system);
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void Shutdown();
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void EnableCompression(bool compression);
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bool ReadHeader(const std::string& filename, StateHeader& header);
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// Returns a string containing information of the savestate in the given slot
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// which can be presented to the user for identification purposes
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std::string GetInfoStringOfSlot(int slot, bool translate = true);
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// Returns when the savestate in the given slot was created, or 0 if the slot is empty.
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u64 GetUnixTimeOfSlot(int slot);
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// These don't happen instantly - they get scheduled as events.
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// ...But only if we're not in the main CPU thread.
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// If we're in the main CPU thread then they run immediately instead
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// because some things (like Lua) need them to run immediately.
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// Slots from 0-99.
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void Save(Core::System& system, int slot, bool wait = false);
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void Load(Core::System& system, int slot);
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void SaveAs(Core::System& system, const std::string& filename, bool wait = false);
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void LoadAs(Core::System& system, const std::string& filename);
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void SaveToBuffer(Core::System& system, std::vector<u8>& buffer);
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void LoadFromBuffer(Core::System& system, std::vector<u8>& buffer);
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void LoadLastSaved(Core::System& system, int i = 1);
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void SaveFirstSaved(Core::System& system);
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void UndoSaveState(Core::System& system);
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void UndoLoadState(Core::System& system);
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// for calling back into UI code without introducing a dependency on it in core
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using AfterLoadCallbackFunc = std::function<void()>;
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void SetOnAfterLoadCallback(AfterLoadCallbackFunc callback);
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} // namespace State
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