HostInterface: Add per-slot save state helper functions

This commit is contained in:
Connor McLaughlin 2020-02-16 00:14:00 +09:00
parent 9148581213
commit 7290e5cad0
2 changed files with 73 additions and 3 deletions

View File

@ -361,6 +361,19 @@ bool HostInterface::LoadState(const char* filename)
return result;
}
bool HostInterface::LoadState(bool global, u32 slot)
{
const std::string& code = m_system->GetRunningCode();
if (!global && code.empty())
{
ReportFormattedError("Can't save per-game state without a running game code.");
return false;
}
std::string save_path = global ? GetGlobalSaveStateFileName(slot) : GetGameSaveStateFileName(code.c_str(), slot);
return LoadState(save_path.c_str());
}
bool HostInterface::SaveState(const char* filename)
{
std::unique_ptr<ByteStream> stream =
@ -384,6 +397,19 @@ bool HostInterface::SaveState(const char* filename)
return result;
}
bool HostInterface::SaveState(bool global, u32 slot)
{
const std::string& code = m_system->GetRunningCode();
if (!global && code.empty())
{
ReportFormattedError("Can't save per-game state without a running game code.");
return false;
}
std::string save_path = global ? GetGlobalSaveStateFileName(slot) : GetGameSaveStateFileName(code.c_str(), slot);
return SaveState(save_path.c_str());
}
void HostInterface::UpdateSpeedLimiterState()
{
m_speed_limiter_enabled = m_settings.speed_limiter_enabled && !m_speed_limiter_temp_disabled;
@ -543,6 +569,31 @@ std::string HostInterface::GetGameMemoryCardPath(const char* game_code, u32 slot
return GetUserDirectoryRelativePath("memcards/game_card_%s_%d.mcd", game_code, slot + 1);
}
std::vector<HostInterface::SaveStateInfo> HostInterface::GetAvailableSaveStates(const char* game_code)
{
std::vector<SaveStateInfo> si;
std::string path;
auto add_path = [&si](std::string path, s32 slot, bool global) {
FILESYSTEM_STAT_DATA sd;
if (!FileSystem::StatFile(path.c_str(), &sd))
return;
si.push_back(SaveStateInfo{std::move(path), sd.ModificationTime.AsUnixTimestamp(), static_cast<s32>(slot), global});
};
if (game_code && std::strlen(game_code) > 0)
{
for (s32 i = 1; i <= PER_GAME_SAVE_STATE_SLOTS; i++)
add_path(GetGameSaveStateFileName(game_code, i), i, false);
}
for (s32 i = 1; i <= GLOBAL_SAVE_STATE_SLOTS; i++)
add_path(GetGlobalSaveStateFileName(i), i, true);
return si;
}
void HostInterface::SetDefaultSettings()
{
m_settings.region = ConsoleRegion::Auto;

View File

@ -56,8 +56,6 @@ public:
/// Loads the BIOS image for the specified region.
virtual std::optional<std::vector<u8>> GetBIOSImage(ConsoleRegion region);
bool LoadState(const char* filename);
bool SaveState(const char* filename);
/// Returns the base user directory path.
const std::string& GetUserDirectory() const { return m_user_directory; }
@ -71,7 +69,9 @@ protected:
AUDIO_SAMPLE_RATE = 44100,
AUDIO_CHANNELS = 2,
AUDIO_BUFFER_SIZE = 2048,
AUDIO_BUFFERS = 2
AUDIO_BUFFERS = 2,
PER_GAME_SAVE_STATE_SLOTS = 10,
GLOBAL_SAVE_STATE_SLOTS = 10
};
struct OSDMessage
@ -81,6 +81,14 @@ protected:
float duration;
};
struct SaveStateInfo
{
std::string path;
u64 timestamp;
s32 slot;
bool global;
};
virtual void SwitchGPURenderer();
virtual void OnSystemPerformanceCountersUpdated();
virtual void OnRunningGameChanged();
@ -111,6 +119,17 @@ protected:
/// Returns the default path to a memory card for a specific game.
std::string GetGameMemoryCardPath(const char* game_code, u32 slot);
/// Returns a list of save states for the specified game code.
std::vector<SaveStateInfo> GetAvailableSaveStates(const char* game_code);
/// Loads the current emulation state from file. Specifying a slot of -1 loads the "resume" game state.
bool LoadState(bool global, u32 slot);
bool LoadState(const char* filename);
/// Saves the current emulation state to a file. Specifying a slot of -1 saves the "resume" save state.
bool SaveState(bool global, u32 slot);
bool SaveState(const char* filename);
/// Restores all settings to defaults.
void SetDefaultSettings();