HostInterface: Add per-slot save state helper functions
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9148581213
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7290e5cad0
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@ -361,6 +361,19 @@ bool HostInterface::LoadState(const char* filename)
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return result;
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}
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bool HostInterface::LoadState(bool global, u32 slot)
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{
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const std::string& code = m_system->GetRunningCode();
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if (!global && code.empty())
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{
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ReportFormattedError("Can't save per-game state without a running game code.");
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return false;
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}
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std::string save_path = global ? GetGlobalSaveStateFileName(slot) : GetGameSaveStateFileName(code.c_str(), slot);
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return LoadState(save_path.c_str());
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}
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bool HostInterface::SaveState(const char* filename)
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{
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std::unique_ptr<ByteStream> stream =
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@ -384,6 +397,19 @@ bool HostInterface::SaveState(const char* filename)
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return result;
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}
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bool HostInterface::SaveState(bool global, u32 slot)
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{
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const std::string& code = m_system->GetRunningCode();
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if (!global && code.empty())
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{
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ReportFormattedError("Can't save per-game state without a running game code.");
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return false;
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}
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std::string save_path = global ? GetGlobalSaveStateFileName(slot) : GetGameSaveStateFileName(code.c_str(), slot);
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return SaveState(save_path.c_str());
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}
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void HostInterface::UpdateSpeedLimiterState()
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{
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m_speed_limiter_enabled = m_settings.speed_limiter_enabled && !m_speed_limiter_temp_disabled;
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@ -543,6 +569,31 @@ std::string HostInterface::GetGameMemoryCardPath(const char* game_code, u32 slot
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return GetUserDirectoryRelativePath("memcards/game_card_%s_%d.mcd", game_code, slot + 1);
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}
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std::vector<HostInterface::SaveStateInfo> HostInterface::GetAvailableSaveStates(const char* game_code)
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{
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std::vector<SaveStateInfo> si;
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std::string path;
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auto add_path = [&si](std::string path, s32 slot, bool global) {
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FILESYSTEM_STAT_DATA sd;
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if (!FileSystem::StatFile(path.c_str(), &sd))
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return;
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si.push_back(SaveStateInfo{std::move(path), sd.ModificationTime.AsUnixTimestamp(), static_cast<s32>(slot), global});
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};
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if (game_code && std::strlen(game_code) > 0)
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{
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for (s32 i = 1; i <= PER_GAME_SAVE_STATE_SLOTS; i++)
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add_path(GetGameSaveStateFileName(game_code, i), i, false);
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}
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for (s32 i = 1; i <= GLOBAL_SAVE_STATE_SLOTS; i++)
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add_path(GetGlobalSaveStateFileName(i), i, true);
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return si;
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}
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void HostInterface::SetDefaultSettings()
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{
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m_settings.region = ConsoleRegion::Auto;
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@ -56,8 +56,6 @@ public:
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/// Loads the BIOS image for the specified region.
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virtual std::optional<std::vector<u8>> GetBIOSImage(ConsoleRegion region);
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bool LoadState(const char* filename);
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bool SaveState(const char* filename);
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/// Returns the base user directory path.
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const std::string& GetUserDirectory() const { return m_user_directory; }
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@ -71,7 +69,9 @@ protected:
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AUDIO_SAMPLE_RATE = 44100,
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AUDIO_CHANNELS = 2,
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AUDIO_BUFFER_SIZE = 2048,
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AUDIO_BUFFERS = 2
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AUDIO_BUFFERS = 2,
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PER_GAME_SAVE_STATE_SLOTS = 10,
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GLOBAL_SAVE_STATE_SLOTS = 10
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};
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struct OSDMessage
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@ -81,6 +81,14 @@ protected:
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float duration;
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};
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struct SaveStateInfo
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{
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std::string path;
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u64 timestamp;
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s32 slot;
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bool global;
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};
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virtual void SwitchGPURenderer();
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virtual void OnSystemPerformanceCountersUpdated();
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virtual void OnRunningGameChanged();
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@ -111,6 +119,17 @@ protected:
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/// Returns the default path to a memory card for a specific game.
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std::string GetGameMemoryCardPath(const char* game_code, u32 slot);
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/// Returns a list of save states for the specified game code.
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std::vector<SaveStateInfo> GetAvailableSaveStates(const char* game_code);
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/// Loads the current emulation state from file. Specifying a slot of -1 loads the "resume" game state.
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bool LoadState(bool global, u32 slot);
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bool LoadState(const char* filename);
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/// Saves the current emulation state to a file. Specifying a slot of -1 saves the "resume" save state.
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bool SaveState(bool global, u32 slot);
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bool SaveState(const char* filename);
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/// Restores all settings to defaults.
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void SetDefaultSettings();
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