dolphin/Source/Core/Core/State.h

65 lines
1.6 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
// Emulator state saving support.
#pragma once
#include <functional>
#include <string>
#include <vector>
#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<u8>& buffer);
void LoadFromBuffer(std::vector<u8>& 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()>;
void SetOnAfterLoadCallback(AfterLoadCallbackFunc callback);
}