More undo savestate fixes. Win32 - Undo/Redo savestate menu item added.

This commit is contained in:
adelikat 2008-12-23 22:44:04 +00:00
parent 0a29e1bce3
commit 40926ab5f7
5 changed files with 67 additions and 42 deletions

View File

@ -68,7 +68,8 @@ void FCEUD_LoadStateFrom()
bool CheckBackupSaveStateExist()
{
//This function simply checks to see if the backup savestate of the appropriate filename exists
//This function simply checks to see if the backup loadstate exists, the backup loadstate is a special savestate
//That is made before loading any state, so that the user never loses his data
string filename = GetBackupFileName(); //Get backup savestate filename
//Check if this filename exists

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@ -94,7 +94,10 @@ void ShowNetplayConsole(void); //mbg merge 7/17/06 YECH had to add
void MapInput(void);
extern BOOL CALLBACK ReplayMetadataDialogProc(HWND hwndDlg, UINT uMsg, WPARAM wParam, LPARAM lParam); //Metadata dialog
extern bool CheckFileExists(const char* filename); //Receives a filename (fullpath) and checks to see if that file exists
extern void SwapSaveState();
//From src/state.cpp
extern bool undoSS; //Decides if undo savestate is eligible
extern bool redoSS; //Decides if it should be called redo instead of undo
extern void SwapSaveState(); //Performs the undo/redo operation
//AutoFire-----------------------------------------------
void SetAutoFirePattern(int onframes, int offframes);
@ -115,6 +118,10 @@ int MainWindow_wndx, MainWindow_wndy;
static uint32 mousex,mousey,mouseb;
static int vchanged = 0;
//Function Declarations
void ChangeMenuItemText(int menuitem, string text); //Alters a menu item name
void ChangeContextMenuItemText(int menuitem, string text, HMENU menu); //Alters a context menu item name
//Recent Menu Strings ------------------------------------
char *recent_files[] = { 0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 };
const unsigned int MENU_FIRST_RECENT_FILE = 600;
@ -412,7 +419,24 @@ void UpdateCheckedMenuItems()
void UpdateContextMenuItems(HMENU context, int whichContext)
{
bool exist;
string redoSavestate = "Redo savestate";
string undoSavestate = "Undo savestate";
//Undo Loadstate
exist = CheckBackupSaveStateExist();
EnableMenuItem(context,FCEUX_CONTEXT_UNDOLOADSTATE,MF_BYCOMMAND | exist ? MF_ENABLED : MF_GRAYED);
//Undo Savestate
if (undoSS || redoSS) //If undo or redo, enable Undo savestate, else keep it gray
EnableMenuItem(context,FCEUX_CONTEXT_UNDOSAVESTATE,MF_BYCOMMAND | MF_ENABLED);
else
EnableMenuItem(context,FCEUX_CONTEXT_UNDOSAVESTATE,MF_BYCOMMAND | MF_GRAYED);
if (redoSS)
ChangeContextMenuItemText(FCEUX_CONTEXT_UNDOSAVESTATE, redoSavestate, context);
else
ChangeContextMenuItemText(FCEUX_CONTEXT_UNDOSAVESTATE, undoSavestate, context);
//Case specific menu item handling
switch(whichContext)
{
//0 = Game + Movie in read only
@ -420,16 +444,12 @@ void UpdateContextMenuItems(HMENU context, int whichContext)
break;
//1 = Game + No Movie
case 1:
exist = CheckBackupSaveStateExist();
EnableMenuItem(context,FCEUX_CONTEXT_UNDOLOADSTATE,MF_BYCOMMAND | exist ? MF_ENABLED : MF_GRAYED);
break;
//2 = No Game
case 2:
break;
//3 = Game + Movie in read + write
case 3:
exist = CheckBackupSaveStateExist();
EnableMenuItem(context,FCEUX_CONTEXT_UNDOLOADSTATE,MF_BYCOMMAND | exist ? MF_ENABLED : MF_GRAYED);
break;
default:
break;
@ -790,7 +810,7 @@ LRESULT FAR PASCAL AppWndProc(HWND hWnd,UINT msg,WPARAM wParam,LPARAM lParam)
hfceuxcontextsub = GetSubMenu(hfceuxcontext,2);
whichContext = 2;
}
UpdateContextMenuItems(hfceuxcontextsub, whichContext);
UpdateContextMenuItems(hfceuxcontextsub, whichContext);
TrackPopupMenu(hfceuxcontextsub,0,(MainWindow_wndx+mousex),(MainWindow_wndy+mousey),TPM_RIGHTBUTTON,hWnd,0);
}
@ -1830,6 +1850,17 @@ void FCEUD_LuaRunFrom(void)
}
}
void ChangeContextMenuItemText(int menuitem, string text, HMENU menu)
{
MENUITEMINFO moo;
moo.cbSize = sizeof(moo);
moo.fMask = MIIM_TYPE;
moo.cch = NULL;
GetMenuItemInfo(menu, menuitem, FALSE, &moo);
moo.dwTypeData = (LPSTR)text.c_str();
SetMenuItemInfo(menu, menuitem, FALSE, &moo);
}
void ChangeMenuItemText(int menuitem, string text)
{
MENUITEMINFO moo;

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@ -124,6 +124,10 @@ static void CloseGame(void)
delete GameInfo;
GameInfo = 0;
lastSavestateMade[0] = 0;
undoSS = false;
redoSS = false;
}
}

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@ -60,7 +60,8 @@ static int StateShow;
bool FCEU_state_loading_old_format;
char lastSavestateMade[2048]; //Stores the last savestate made (needed for UndoSavestate)
bool redoSS = false; //This will be true if UndoSaveState is run, will turn false when a new savestate is made
bool undoSS = false; //This will be true if there is a backup state for lastSavestateMade
bool redoSS = false; //This will be true if UndoSaveState is run, will turn false when a new savestate is made
#define SFMDATA_SIZE (64)
static SFORMAT SFMDATA[SFMDATA_SIZE];
@ -435,10 +436,10 @@ void FCEUSS_Save(const char *fname)
{
CreateBackupSaveState(fname); //Make a backup of previous savestate before overwriting it
strcpy(lastSavestateMade,fname); //Remember what the last savestate filename was (for undoing later)
redoSS = true; //Backup was created so redo is possible
undoSS = true; //Backup was created so redo is possible
}
else
redoSS = false; //No backup was needed, so lastSavestateMade does not contain a file that has a backup
undoSS = false; //so backup made so lastSavestateMade does have a backup file, so no undo
st =FCEUD_UTF8_fstream(fname, "wb");
}
@ -452,10 +453,10 @@ void FCEUSS_Save(const char *fname)
{
CreateBackupSaveState(fn); //Make a backup of previous savestate before overwriting it
strcpy(lastSavestateMade,fn); //Remember what the last savestate filename was (for undoing later)
redoSS = true; //Backup was created so redo is possible
undoSS = true; //Backup was created so redo is possible
}
else
redoSS = false; //No backup was needed, so lastSavestateMade does not contain a file that has a backup
undoSS = false; //so backup made so lastSavestateMade does have a backup file, so no undo
st = FCEUD_UTF8_fstream(fn,"wb");
free(fn);
@ -889,33 +890,12 @@ string GenerateBackupSaveStateFn(const char *fname)
void CreateBackupSaveState(const char *fname)
{
string filename = GenerateBackupSaveStateFn(fname);
std::fstream* st = 0;
st = FCEUD_UTF8_fstream(filename.c_str(),"wb");
if(st == NULL)
{
FCEU_DispMessage("State %d save error.",filename.c_str());
return;
}
if(FCEUMOV_Mode(MOVIEMODE_INACTIVE))
FCEUSS_SaveMS(st,-1);
else
FCEUSS_SaveMS(st,0);
delete st;
string newFilename = GenerateBackupSaveStateFn(fname); //Get backup savestate filename
if (CheckFileExists(newFilename.c_str())) //See if backup already exists
remove(newFilename.c_str()) ; //If so, delete it
rename(fname,newFilename.c_str()); //Rename savestate to backup filename
undoSS = true; //There is a backup savestate file to mast last loaded, so undo is possible
}
//---------------------------------------------------------------------------------------------------------------------------------------------------
//Logic - undo available until a new savestate is made,game is closed, or fcuex is closed
//What we need is a concept of if you are undoing or redoing as well
//Undo should know there is a bak file before making a decision. the main platform code should know this before calling it.
//Once it is undone, it should know this and call it a redo if called again on the same file. It should remember as long as it knows about undo.
//The undo redo is meaningless information for this function as it simply swaps.
//perhaps a combo of flag(s) and a function to handle flag situations is called for?
//This function would then simply swap the files, which means it is both undo and redo
//And extra function needs to be in charge of flags to keep up with which one is being done, but that is purely cosmetic
void SwapSaveState()
{
@ -947,6 +927,12 @@ void SwapSaveState()
rename(lastSavestateMade,backup.c_str()); //rename current as backup
rename(temp.c_str(),lastSavestateMade); //rename backup as current
undoSS = true; //Just in case, if this was run, then there is definately a last savestate and backup
if (redoSS) //This was a redo function, so if run again it will be an undo again
redoSS = false;
else //This was an undo function so next will be redo, so flag it
redoSS = true;
FCEUI_DispMessage("%s restored",backup.c_str());
FCEUI_printf("%s restored\n",backup.c_str());
}

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@ -62,6 +62,9 @@ void AddExState(void *v, uint32 s, int type, char *desc);
void FCEU_DrawSaveStates(uint8 *XBuf);
void CreateBackupSaveState(const char *fname); //backsup a savestate before overwriting it with a new one
void BackupLoadState(); //Makes a backup savestate before any loadstate
void LoadBackup(); //Loads the backupsavestate
void SwapSaveState(); //Swaps a savestate with its backup state
void BackupLoadState(); //Makes a backup savestate before any loadstate
void LoadBackup(); //Loads the backupsavestate
void SwapSaveState(); //Swaps a savestate with its backup state
extern bool undoSS; //undo savestate flag
extern bool redoSS; //redo savestate flag
extern char lastSavestateMade[2048]; //Filename of last savestate used