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![nitsuja-](/assets/img/avatar_default.png)
made Lua run on the CPU thread to fix unreliable script execution issues several fixes so the Lua savestate functions can actually work added Lua function savestate.verify to help with catching desyncs implemented FailVerifyAtFrameBoundary in Lua interface added a Clear button to the LuaWindow git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5382 8ced0084-cf51-0410-be5f-012b33b47a6e
66 lines
1.7 KiB
C++
66 lines
1.7 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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// Emulator state saving support.
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#ifndef _STATE_H_
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#define _STATE_H_
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#include <string>
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typedef struct
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{
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u8 *buffer;
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size_t size;
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} saveStruct;
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void State_Init();
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void State_Shutdown();
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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 State_Save(int slot);
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void State_Load(int slot);
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void State_Verify(int slot);
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void State_SaveAs(const std::string &filename);
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void State_LoadAs(const std::string &filename);
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void State_VerifyAt(const std::string &filename);
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void State_LoadFromBuffer(u8 **buffer);
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void State_SaveToBuffer(u8 **buffer);
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void State_VerifyBuffer(u8 **buffer);
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void State_LoadLastSaved();
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void State_UndoSaveState();
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void State_UndoLoadState();
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size_t State_GetSize();
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void State_Flush(); // wait until previously scheduled savestate event (if any) is done
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typedef struct
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{
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u8 gameID[6];
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size_t sz;
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} state_header;
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#endif
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