66 lines
1.8 KiB
C++

// 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 <string>
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);
bool ProcessRequestedStates(int priority);
void SaveAs(const std::string &filename);
void LoadAs(const std::string &filename);
void VerifyAt(const std::string &filename);
void SaveToBuffer(u8 **buffer);
void LoadFromBuffer(u8 **buffer);
void VerifyBuffer(u8 **buffer);
void LoadLastSaved();
void UndoSaveState();
void UndoLoadState();
void Flush(); // wait until previously scheduled savestate event (if any) is done
// for calling back into UI code without introducing a dependency on it in core
typedef void(*CallbackFunc)(void);
void SetOnAfterLoadCallback(CallbackFunc callback);
}
#endif