33 lines
1.7 KiB
C#
33 lines
1.7 KiB
C#
namespace BizHawk.Emulation.Common
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{
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/// <summary>
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/// This service provides the system by which a client can request SaveRAM data to be stored by the client
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/// SaveRam encompasses things like battery backed ram, memory cards, and data saved to disk drives
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/// If available, save files will be automatically loaded when loading a ROM,
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/// In addition the client will provide features like SRAM-anchored movies, and ways to clear SaveRam
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/// </summary>
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public interface ISaveRam : IEmulatorService
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{
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/// <summary>
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/// Returns a copy of the SaveRAM. Editing it won't do you any good unless you later call StoreSaveRam()
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/// TODO: Prescribe whether this is allowed to return null in case there is no SaveRAM
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/// </summary>
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byte[] CloneSaveRam();
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/// <summary>
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/// store new SaveRAM to the emu core. the data should be the same size as the return from ReadSaveRam()
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/// </summary>
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void StoreSaveRam(byte[] data);
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/// <summary>
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/// Gets a value indicating whether or not SaveRAM has been modified since the last save
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/// TODO: This is not the best interface. What defines a "save"? I suppose a Clone(), right? at least specify that here.
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/// Clone() should probably take an option that says whether to clear the dirty flag.
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/// And anyway, cores might not know if they can even track a functional dirty flag -- we should convey that fact somehow
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/// (reminder: do that with flags, so we don't have to change the interface 10000 times)
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/// Dirty SaveRAM can in principle be determined by the frontend in that case, but it could possibly be too slow for the file menu dropdown or other things
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/// </summary>
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bool SaveRamModified { get; }
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}
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}
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